this post was submitted on 10 Jun 2023
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The other thread about favorite mechanics is great, so let's also do the opposite: what are some of your most hated mechanics?

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[–] [email protected] 13 points 1 year ago (2 children)

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.....

[–] [email protected] 2 points 1 year ago (1 children)

I have yet to play a game where NPCs have the same speed as the player, have you? I get it on the game design level, since NPCs need to move at a speed that their animations look natural at but player characters need to move fast enough to not feel frustrating to the character.

[–] [email protected] 2 points 1 year ago* (last edited 1 year ago) (1 children)

I have yet to play a game where NPCs have the same speed as the player, have you?

RDR2 did an excellent job with this by making it more of a pseudo cutscene. You can just hold a button and your character will match the target speed.

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[–] [email protected] 2 points 1 year ago (1 children)

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.

[–] [email protected] 2 points 1 year ago

But that feels terrible if you want to follow them without stopping (or in the case of obstacles, are able to).

Even Ocarina of Time, in 1998, got this right. The Dampe race, which isn't technically an escort, would feel weird if Dampe was too much faster or slower than you, because it would feel unfair. But not everyone moves as fast while playing - some people like rolling, which is a different speed from walking, etc. Also, he throws fireballs at you, and players who are less good at dodging them will end up being slower. So Dampe doesn't "follow you," (in fact, he spends most of the thing in front of you), but he has a rubber band effect. If you get too far behind, he slows down. If you get too far ahead, he speeds up. This does a good job of keeping him in view, which helps give the feeling that you're going at an intended pace, whatever reasonable pace you take. If you're too slow, you will fail, but... it pretty much requires standing still or getting hit by lots of fireballs.

In contrast, the Yunobo escort in BOTW feels terrible casually and even worse to speedrun. He's faster than you walk, but much, MUCH slower than you run. And if you get too far ahead of him? He stops.

[–] [email protected] 10 points 1 year ago (1 children)

Daily quests or login rewards, things to force me to play the game, always stop playing

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[–] [email protected] 10 points 1 year ago (4 children)

Game timers. I want to screw around on my time. The more time-based a game becomes, the less I enjoy it.

[–] [email protected] 2 points 1 year ago

Fucking time trials man

[–] [email protected] 2 points 1 year ago

This!

There's not much else in gaming that makes my blood boil as much as being rushed.. especially in single player games. I'm usually playing to relax so please don't stress me out.

[–] [email protected] 2 points 1 year ago

Yes! I remember that I could not really enjoy fallout 1 because of the 150 in-game days time limit to get the water chip...

[–] [email protected] 2 points 1 year ago

Timers just really stress me out for some reason. Give me more time damn it.

[–] [email protected] 5 points 1 year ago (1 children)

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.

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[–] [email protected] 5 points 1 year ago (1 children)

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.

[–] [email protected] 4 points 1 year ago

IMO it goes triply so for games with guns, if regular enemies can just shrug off bullets to the head I have difficulty enjoying it cause it just makes the weapons feel weak

[–] [email protected] 5 points 1 year ago

The bit in the RPG when your character gets captured and you lose all your gear, and have to do the shitty stealth thing.

[–] [email protected] 4 points 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...

[–] [email protected] 4 points 1 year ago* (last edited 1 year ago)

I've never been a fan of character weapon skill being tied to the bullet not hitting where the player is aiming in first person RPGs and immersive sims. Think something like Fallout 3, where a shot with a sniper rifle can be perfectly lined up, but the bullet might veer off randomly.

I do understand and appreciate character weapon skills being tied to certain weapons encrouages distinct playstyles, but there are many other ways to implement it that don't feel as arbitrary. Tying character skill to greater reticle sway, longer time to aim down sights, longer reload times, more likely to jam or jams taking longer to clear. It accomplishes the same goal of rewarding putting points into the skill and making players feel like they are progressing, but without creating the instant frustration of missing a clearly lined up shot.


On that note, actively degrading weapons are not something I think has ever been a good idea. It's neither fun, nor is the rate of degradation ever realistic. If the goal is to make player cautious, then limiting ammunition and the availability of good weapons is a much better idea. I have no problem with weapons in different conditions existing in a game, for example: Pristine rifle, good rifle, rusty rifle, etc. That's fine, but a good rifle should never degrade into a rusty rifle in the hands of the player.


Areas of open worlds dynamically level scaling to match players is another gripe I have. Once a player notices it, it takes away the feeling of progress from leveling up. In some cases, smarter players in games have found certain areas easier to beat with low level characters. It creates a bad kind of meta-game. I much prefer worlds where every area is built with a certain player level in mind. Honestly, overleveling in RPGs and going to wreck starting bandit camps is a joy that shouldn't be taken away.

[–] [email protected] 3 points 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.

[–] [email protected] 3 points 1 year ago* (last edited 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.

Edit: sp

[–] [email protected] 3 points 1 year ago (2 children)

crafting dear god I hate crafting if I ever find the person that introduced crafting into the triple a formula...

[–] [email protected] 2 points 1 year ago

I enjoy crafting if its a core game component, like in a survival game. But having to craft in order to upgrade your gear in Assassin's Creed was just tedious.

[–] [email protected] 1 points 1 year ago

This - either I avoid it completely, or I just craft whatever I can with the ingredients I have just randomly collected.

[–] [email protected] 3 points 1 year ago

I hate how in a lot of retro games water kills you instanly.

[–] [email protected] 3 points 1 year ago (1 children)

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

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[–] [email protected] 2 points 1 year ago (2 children)

Death penalties. Any game that seriously penalizes you for dying is just so frustrating for me. I understand that there has to be some form of reason to not die but please, at worst just reload an earlier save for me (and make sure you have frequent autosaves too).

If I lose all my items on death I'm just reloading a save. If I have to respawn at a checkpoint ten thousand years away I'm going to be very mad. If I have to listen to someone monologue to me every time I die I'm refunding your game.

[–] [email protected] 2 points 1 year ago

That's what I love about roguelites. You'd think that "death == start over" would be a punishing and stressful mechanic, but paradoxically it's the opposite.

Playthroughs are short, so the stakes are low. And between runs, you unlock items, abilities, or characters that change the experience for future runs.

I especially love how Hades did it. In that game, routinely dying is actually essential to both progression and the story.

Soulslikes also remove much of the stress from death. You do lose your unbanked currency, but you have the chance to recover it if you can get to the spot where you last died. IMO, this adds just the right level of tension and excitement without actually being very high-stakes. Dying just becomes how you learn the game - new enemies, traps, etc.

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[–] [email protected] 2 points 1 year ago (7 children)

Any sort of intense micromanagement of units, resources, etc. I've got like 16kb RAM in my brain. I can barely remember what I ate today lol.

Also, invisible walls that make absolutely no sense. Maybe just all invisible walls, really.

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[–] [email protected] 2 points 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.

[–] [email protected] 2 points 1 year ago

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.

[–] [email protected] 2 points 1 year ago (1 children)

Less of an issue nowadays but unclimbable knee-high walls which force you to go round. Always drove me crazy!

[–] [email protected] 2 points 1 year ago

Fallout 3 and NV had loads of this crap. A door is busted to hell and somehow locked but you need a key to unlock it. A stiff breeze will destroy the rest of the door.

[–] [email protected] 2 points 1 year ago (1 children)

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

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[–] [email protected] 2 points 1 year ago

Pay 2 win and excessive abuse of FOMO.

E.g. for the next two weeks you can purchase/grind for [character] with a LIMITED EDITION green hat!

It would be OK if such thing was behind an achievement and allowed to be gained later.

Some companies have gotten a little sneaky with it, like Microsoft with age of empires. They make their newly released DLC civs overpowered for two months then nerf it every time.

[–] [email protected] 2 points 1 year ago (1 children)

Offline games which require an internet for no apparent reason has to be my pet peeve

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[–] [email protected] 2 points 1 year ago* (last edited 1 year ago) (2 children)

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.

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[–] [email protected] 1 points 1 year ago

Invisible walls, including on high places or on bridges - I get it, possibly it would be less fun if the character dies just because you go a bit off-road, but not everything has to be easy!

[–] [email protected] 1 points 1 year ago (2 children)

Card games that get bolted on to other genres. cough genshin cough

[–] [email protected] 1 points 1 year ago

What about open-world rpgs that get tucked onto card games? cough The Witcher 3 cough

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[–] [email protected] 1 points 1 year ago

Grinding to advance and make the game easier.

Looking at you fdev with Elite Dangerous, or Rockstar and GTA.

Having balance and not level locking stuff is hard I get that. And you have people that will burn though content like it’s a free crackpipe. But it basically makes a lot of adults or people that just play games casually or in moderation just not fun

[–] [email protected] 1 points 1 year ago

Perhaps not specifically a mechanic, per se, but save points. I want to be able to save whenever, wherever. I don't always have time to make it to the next save point before I need to stop playing.

[–] [email protected] 1 points 1 year ago

Cutscenes for repeated actions like in the Zelda series. Having to dig through the menu to perform simple actions.

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