Crafting. I don't want to have to remember the recipe to stuff, then find out where it is, then keep going back to make it again
Crafting with survival elements, one button stealth attacks, random loot with stats in story games.
Not a gameplay mechanic but constant fucking talking mains and npcs
Fast travel that is just a game mechanic with no story ties in open world games.
Disclaimer: My main experience with games so far has been some Nintendo stuff, Fallout, and The Elder Scrolls.
Of what I've played I like Morrowind's fast travel system the most. You don't just open your map and click a button, you talk to people or use a spell/item. And NPCs mention these travel systems and story wise would use them.
I like Oblivion's (and to a lesser extent, Skyrim and the 3D Fallout's) the least. Time passes like your character walked to where you fast traveled but not much is timed so that has little effect on immersion. Too much of the journey has to have gaps filled in by the player's imagination because walking on the road normally has a lot of encounters and wandering off to check out random buildings and people. It encourages less exploration and taking some time with the game.
Obviously I want a balance, I don't want to be walking the same road with 2 wolf encounters a thousand times because it's between two areas I need to frequent. And I don't want 90% of my playtime to be traveling. But I also don't want to keep instantly fast traveling to all places and feel "lazy" and like I'm missing experiences and encounters. And I want more immersion. More character interaction instead of UI interaction.
Controversial opinion but I mostly hate crafting. I feel like it's a huge time sink just to make you waste time in the game. It's not content at all just mindless farming for no real reason.
There are games where the whole game revolves around it so you couldn't really remove it from those games. Minecraft is an example.
But I feel like every single game now has some kind of crafting mechanics. Mainly the F2P to get some kind of weird limitation that will either take you half a lifetime to accomplish or $5...
QTE by far
The bane of my existence in any pvp game is crowd control mechanics.
In general, I hate every player skill in pvp games which take away the opponent's ability to play.
I don't mind area denial when it's based on damage, rather than stunning. The Demoman's sticky bombs are a good example, which also can be countered. The Spitter in L4D2 is area denial, and if the team absolutely wants they CAN just run straight through the acid pool to sacrifice health to get where they need to be.
Open worlds with markers. It takes every feel of exploration from me and changes the open world part of the game to really long and boring interactive loading screen through which I must pass between (very often) very linear missions.
this was why I think breath of the wild was so cool, you had to make your own markers and just go to things you thought seemed interesting. It made it feel much more like you were actually exploring
The game over mechanic in platformers. Fine with it in RPGs, but after playing Rayman Legends and Mario Odyssey game overs seem more intrusive in platformers rather than something beneficial to the overall enjoyment of the game.
Any puzzly or exploring games that suddenly introduce a twitch response element. Having to successfully jump onto a sequence of 14 wildly gyrating levitating rocks to get to my next “thoughtfully re-arrange some tiles” challenge has caused me to leave so many games unfinished. Basically if I can’t deal with it by mashing every button at random, it ain’t gonna happen.
Do this to get that to get this to get that One example is the Minecraft tech tree. Abosultely no choice whatsoever. I don't ever need to make a choice. Obviously Minecraft is now begining to take steps to sort this out. But it's been over 10 years and the system is ingrained into people's minds
Gaming
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