Roll and move. Skip your turn.
Exponentially growing requirements that out pace rewards. I don't want to spend 10 hours grinding just to level up.
One of the worst game mechanics ever found in a game was where the enemy got harder as you gained levels. The same enemy. It basically defeated the value of having more levels. I think it was Oblivion ~~Skyrim~~ where I found this, particularly annoying.
Not the worst, but I'm annoyed by invisible walls. Just give me a reason why I can't be there.
Lootboxes
A multiplayer game that pits you against lousy AI bots with human looking names for your first "games' so you feel like you know how to play and makes the game seem fair and fun.
Then after you're comfortable, you get pitted against a lobby of 12-year-olds who haven't seen daylight since birth who annihilate you and curse you out on coms.
"Here's a rare weapon dropped by this boss! But wait, you need to be at least level 30 to use it, and you're still on level 2."
I went out of my way to repeatedly grind and kill this late game boss during early game, just give me my reward for not following the stupid linear progression
Achievements.
I want to enjoy the game, not artificial milestones for bragging rights.
Depends if the achievements are good. A boring and bad achievment is something that is simply tedious, and isn't hard. Like jumping in a specific spot 200 times. That's stupid as hell.
I think a good achievement is "beat level without X ability". Something that forces you to adapt and change your playstyle.
I also don't think games should have hundreds or THOUSANDS of achievements, cause accomplishisng any of them feels like pissing in the wind.
Id much rather have 50 super difficult achievements, so each one feels impactful and rewarding.
Any game that forces snap to center cameras. No one should ever have to fight against the controls in a game.
(Looking at you No Man’s Sky)
Puzzles that are entirely music based with no visual cues.
They're bad enough for me as just a guy with no rhythm or note recognition, but also just fuck deaf people I guess?
Fragile world-spanning deliveries.
Silksong has me screaming over them, 10 - 20 minutes of walking and one too many smacks at the end ruins it. And then there's the one that's also timed!
But to be fair, most of Silksong gets me yelling at the TV on the regular! I love it and hate it!
Deliberately ableist bullshit. Like no pause or an over reliance on quick time events.
Survival crafting. I spend my real life days trying to keep up on sheltering and feeding myself. I don’t want to “relax” by punching trees to make a fire to cook a bird I punched to death.
The pervasiveness of this in every game has limited the content I engage with the last 10 or so years. Everyone started chasing that Minecraft money and now it’s Ubi-fied into just about every mainstream title.
I don’t want to forge new weapons. I want to find them in a chest or earn them by killing a boss. I have bounced off of so many games the moment they ask me to learn a system of crafting. Keep that in it’s own genre and stop padding games out with repetitive busy work.
Stat/EXP loss on death.
Unskippable cut scenes, especially before a boss. I want to play on hard difficulty, which means I WILL die to bosses. Do not force me to watch that shit 5+ times or I'm out like trout.
You know when you are in the middle of a game's story and then you get caught or something wjd the enemy takes all your gear and you have to find your gear or fight to get it back? No screw that. So annoying.
And I'm the kind of player that does all sise quests before doing the main story so I can be OP and plow through the story. Just let me do that and don't take what I worked hard to get.
This is it for me. I will just stop playing. Dying Light did this to me and it feels like such a lazy design mechanic. It’s not fun, it’s not a surprise twist, it’s just plain lazy. I have no idea if DL2 has this lazy design because they’re never going to get a penny from me to find out.
Devs: Stop doing this crap!
I just played through Dying Light as well and is absolutely why I thought of this!
Escort Missions. Especially when pathfinding AI was terrible.
Quick Time Events in a game that it isn't the focus. Halo 4 had exactly two quick time events. One in the first level and one in the last level.
The worst game mechanic is artificial difficulty where enemies aren't challenging. Instead, they are just damage sponges.
Limited inventory space in an otherwise unrealistic RPG.
You're telling me I can carry six two-handed weapons and 500lbs of gold, but seven is just too much?! Fuck you and the horse you rode in on.
Specifically, this especially sucks when the inventory is a grid, like in the Diablo series, or Grim Dawn, or WoW, FFXIV or... many other MMOs.
especially when you can spend real money to alleviate the artificial limitation they fucking designed in to the game.
It's so unnecessary and these days absolutely makes me instantly not care to continue playing. FUCK artificial limitations that don't have clear, valid reasons.
I'm here to play a game, not Inventory Management Simulator 33.45
Carry weight is way less annoying than a grid inventory but you're damn right I roll with such mods! lol
Yes yes!
Six full sets of plate armor, no problem. Oh you want to pick up that flower petal, sorry no room.
2 sets of teeth, the first only lasting 1/9 of your life and the second being 8/9. 2/9, 7/9 would be much better or just 2/9, 4/9, 6/9.
Oh, hair falling out and all your joints hurting for 5/9 of your life kinda blows as well.
Pay to win.
I've got a time-traveling kick in the nuts prepared for whoever invented wall-humping for unmarked secrets. I first remember this from Wolfenstein 3D but I'm not sure if it existed before then.
It's very obnoxious. What's worse is when the secret areas provide armor or weapons that feel mandatory to beat the level with. If the secrets are just for a score I can at least ignore them.
Ante, Magic the Gathering
Hold w to crawl forward
Relationship mechanics. If I give someone a pumpkin twice a week, they’re just going to be confused and pissed.
Games with inventories where they treat a single gem or a flower petal as occupying the same space in your rucksack as a pair of boots.
Guys, we go back to Ultima 7 with the key ring, the problem was solved along fucking time ago. Stop being lazy and have gem sacks, crafting bags, keyrings, etc for small items.
Permanently loosing a treasure that you can only get once because your pocket is full.
Or even worse, reading online that there's some super special item you could have gotten 20 hours into the game if only you didn't open that one regular chest in the starting area in the first 5 minutes of the game. I forgot which Final Fantasy did this? 9 maybe? Pissed me off to no end, i'm not playing through everything again for this… just seemed mean spirited.
More generally, when decisions early on influnce later stuff that you have no way of knowing about yet. I'm not going to play your game 50 times to see all options. So either i play with the wiki open to not miss anything, ruining the fun, or i realize later on that i could have gotten something but it's now forever locked because of earlier decisions, pissing me off.
Baldurs Gate 3 had a lot of that…
Button-mashing events. (The Rapid-fire kind)
I thought about my answer, since many mechanics I don't like can have good implementations, or at the very least are a sort of lesser of two evils kind of thing.
What I can't stand are tactical or RPG games with realtime or turn based combat option toggles. I play many games with one or the other and enjoy them, but when I play a game with both that can be toggled in options I always feel like neither setting feels perfectly right. The balance is always off no matter what. Understandable with game devs having to double the amount of work for creating combat and tuning items and it ends up feeling a little soggy every time.
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