The other thread about favorite mechanics is great, so let’s also do the opposite: what are some of your most hated mechanics?

  • whoiscraig@aussie.zone
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    1 year ago

    When you enter a level and the camera pans over every important thing in the level before you can move. I’m not an idiot. I can discover the level on my own. Stop holding my hand.

  • Jurisprudentia@sh.itjust.works
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    1 year ago

    Most open-world games have areas on the map that are blank until you “explore” them by climbing a tower of some kind and “activating” that region on your map.

    This results in trudging blindly into the middle of every new area, ignoring interesting stuff along the way and beelining to the tower just so you can see the damn map. It’s an annoyingly unnatural way to explore.

    I didn’t even realize that I disliked it until I played Far Cry 6, which has a much more organic and immersive landmark discovery process. You learn locations of interest from readables and by talking to friendly NPCs that you encounter in the world.

    In FC6 it’s even thematic, since you’re guerilla fighters passing intel along by word of mouth.

    Edit: sp

  • Waker@lemmy.pt
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    1 year ago

    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…

  • BigFig@lemmy.world
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    1 year ago

    People have said escort quests but I’m going to go more specific.

    Escort quests WHERE THE NPC INEXPLICABLY HAS A DIFFERENT WALKING/RUNNING SPEED THAN THE PLAYER…

    • drmatus@lemmy.one
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      1 year ago

      I think it was on one of the Half-Life 2 developer commentary where they mention that the made the NPC move faster than your walking speed, but slower than your running speed, so that you are able to catch up with them if you stay behind to look at something. If they move at your running speed, you are kinda forced to follow them all the time, and any obstacle will separate you more and more from the NPC that you are supposed to escort.

  • BeardedSingleMalt@beehaw.org
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    1 year ago

    Radiant quests. You can never complete the game because of this, the quests are generic and repetitive and offer nothing but “stretch the playtime”.

    That and mechanics like “rando dragon attacks in Skyrim” and “City is under attack” from Fallout 4. I quit F4 because I was on my way to a mission and got the "city under attack notification, and on my way to defend another city was under attack.

    • isosphere@beehaw.org
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      1 year ago

      To yes-and this: procedural content in general. No Man’s Sky is a snore-fest for me, big, empty, meaningless. Missions in Elite Dangerous and X4 are similarly pretty boring, though the former is more fun the first time around. There has to feel like there’s some world-affecting point to what you’re doing. IMO

      • AngularAloe@beehaw.org
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        1 year ago

        I found the procedurally-produced planets in No Man’s Sky to be stunningly beautiful. Then I would walk around on them and the similar-but-not-quite look of every part of the landscape would slowly drive me INSANE.

  • Pumpkin@sh.itjust.works
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    1 year ago

    I know it’s a popular mechanic that lots of people love, but I really don’t like games where you die a lot, or where death has significant impact. I generally play games to chill out and just have fun and I often feel like games are punishing me when that happens and I find myself doing sort of “risk management” and becoming a hermit in the game.

    • CoffeeBot@lemmy.ca
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      1 year ago

      I love shooters but I can’t do fortnight or any game mode that CS-esque because I need that respawn

  • heliumlake@lemmy.world
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    1 year ago

    Stealth. I hate hiding and creeping around waiting for an NPC to move. It’s like, “oh, you want to play the game? How about not playing the game instead?” Infuriating.

    • Satouru@beehaw.org
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      1 year ago

      I feel like most games get it wrong and just make you stay in one place waiting for the enemy dude to slowly make his route as you map it in your head. It’s just boring, I don’t know.

      A nice way to change that would be to give a button that gives you a “top view” map of the enemies’s movement maybe, to make it a little bit puzzle-y. Or, if you want to make it more “action-y”, give the player a way to hide or disengage by scrambling to find something in the environment that allows them to do that, when they get detected.

      Stealth is just implemented in a terrible way in most modern games I feel like. Makes it not fun.

      • conciselyverbose@kbin.social
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        1 year ago

        I love the shit out of stealth. The last of us, metal gear solid, and sniper elite are some of my favorite games because of the stealth.

        If your game isn’t built for stealth it’s basically universally a disaster, though. If you don’t have tools to manipulate enemies, and AI where stealth is a functional element of the rest of the game, you shouldn’t have stealth sections. They’re a lock to be a trainwreck.

  • AngularAloe@beehaw.org
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    1 year ago

    Combo attacks - I’m not coordinated to hit the buttons in order fast enough. I tried Black Desert when it was free and this was the dealbreaker for me, though it wasn’t the only thing that bugged me about the game.

  • unsunny@beehaw.org
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    1 year ago

    Probably simple, mindless side/fetch quests. Defeat enemies, get loot, run it back, rinse and repeat. It also is incredibly dry to watch as well as actually do yourself.

  • Silvia@lemmy.world
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    1 year ago

    Quick-time events but SPECIFICALLY the ones that give you way too little time to react. Like, I never mind them too much, especially the ones in the Yakuza series, but I remember there was this game on the Wii called Indiana Jones and the Staff of Kings that would throw these inputs WAYY too fast at you.

    • Pigeon@beehaw.org
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      1 year ago

      I like them sometimes, but there should ALWAYS be a way to turn them off, for people who don’t have fast reflexes or have problems with their hands, etc.

  • hungry-kin@lemmy.world
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    1 year ago

    Escort quests. Stealth sections in games that aren’t built around stealth would be close second.

    • Witch@beehaw.org
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      1 year ago

      Genshin Impact occasionally has little stealth missions where you have to sneak by guards.

      Pain.

  • lvxferre@kbin.social
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    1 year ago

    I’m not a big fan of fishing mechanics, they’re usually shallow “press button at random signal, get a random prize” mechanics.

    Also escort missions where the NPC being escorted does not understand that it should protect its own life. I don’t mind repeating a mission due to my own mistakes, but I don’t want to do it because some AI went potato.

    • cooper@beehaw.org
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      1 year ago

      nah man fishing mini games are THE SHIT

      it’s not about gameplay it’s about vibes It’s just so calming

  • squid@feddit.uk
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    1 year ago

    Anything where the player is essentially a superhero, I like summers though…

  • Deestan@beehaw.org
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    1 year ago

    Disclaimer: not always

    Character stats, commonly called “RPG elements”.

    In games with low enough detail that I have to use my imagination, it makes sense to have a character constitution 10 increase to 15 and take 50% less damage from blunt weapons. It works perfectly in Rimworld, ADOM, Terraria and the like because you can’t completely see what’s happening, so when your character does low damage your imagination has room for him to hit badly or be partially blocked.

    But in games with modern graphics and animations, it feels… off. An attack animation that shows someone swinging a sharp steel battleaxe perfectly and connecting with bare flesh at momentum, deals… no damage because the wielder has low strength and axe skill, while the target has a high armor value.