Waiting.
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.
I don't like durability mechanics when its clearly there just to waste your time or money or whatever. Any game that makes you do more hiking to repair benches than fighting is either getting a thumbs down or I'm going to download a mod.
I built a self-repair skill mod for Fallout New Vegas specifically because I hated that shit.
It is a fine line, like in Minecraft durability obviously makes sense, so it makes sense that other games try to emulate that. But then look at Stardew Valley, one of the most popular mods is the one that stops fences from degrading because repairing them is tedious.
I would totally be up for requiring more resources to craft a tool to not have it degrade ever.
Microtransactions - the answer always has been and always will be microtransactions.
- Games with designated save points only.
- Skill/Tech trees that really only have one viable path.
- Games that reward stealth until the boss battle.
I feel like most game mechanics are good when implemented well and bad when implemented poorly. unless you count stuff like p2w/gatcha/gambling
Yeah, I'd say there's no such thing as a good real money loot box. Should be regulated the same as Vegas.
Game has collectables scattered in almost every room including lore text and audio logs.
Meanwhile the story NPC is nagging you to move on every 30 seconds on a loop and won't shut the fuck up. Because play testing revealed most of their players are fucking morons and get lost in one way apartment rooms I guess.
These two mechanics conflct with one another way too often and it's immersion breaking every time.
When you can't dodge because you're charging an attack/doing a combo/whatever. If I'm attacking one enemy, and I see another one about to attack me from behind, I want to be able to get out of the way, not be stuck in an attack animation until I get hit
multiplayer shooters with unlockable weapons/classes
Something that hasn't been mentioned: difficulty variations that only change stat penalty. These get really annoying for people who enjoy challenging gameplay...
Case in point, unmodded Skyrim's legendary difficulty where the only difference is that you do 0.25x damage and take 300% damage. Instead of providing challenging gameplay that forces you to use gaming skills or think, it just makes the game more annoying to play & limits player build options (stealth is mandatory as any other playstyle deals no damage and results in you getting kill-animation'd...)
Insert real world money to continue/for advantage. Whether it's modern FTP with MTX or old school quarter eaters, it's poison to games.
Grinding.
When the game progresses naturally, and as you move through the game, you always find yourself in the right spot to overcome the next obstacle, that's great. But the second I have to stop progressing through the game and go spend 6 hours killing goblins, I'm done.
Upgrades that cannot be changed. Don't force me to replay the entire game just to see what a different upgrade does. I'm my opinion, all games should let you rebuild your character pretty much whenever. I think BG3 did a good job of it with Withers. The price is low enough to not feel like a burden but high enough to not encourage you to cheese it. The only small downside of it is that Withers is technically an optional character you could miss. I think mechanics like this should just be baked in.
Ps1 Spider-Man having 3 bosses in a row at the end of the game.
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