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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[–] Lojcs@lemm.ee 1 points 1 year ago (1 children)

Squad/micro-strategy mechanics in fps games. Commanding npcs to do specific things in the middle of a gunfight isn’t fun. Bonus points if the npc ai gets in your way when you're not fighting as well.

Bad tutorials. Don't teach me the game mechanics that could be learned in-game in an environment different from the rest of the game. Also dislike sudden lore dumps after the tutorial.

Mechanics in games where they don't belong. Not every game needs skill trees, not every game needs stories or lore.

[–] shapesandstuff@feddit.de 1 points 1 year ago

Squad/micro-strategy mechanics in fps games. Commanding npcs to do specific things in the middle of a gunfight isn’t fun.

While it's ai is still sometimes a drunk toddler, i like the way arma offers it. You set rules of engagement and kind of a "ready mode", and the formation and you're set. Also quick hotkey based ways to change them.

You can still set up positions and micro manage your squad if you wanna but 90% of the time its unnecessary.

[–] Vulcaria_Tors@beehaw.org 1 points 1 year ago (1 children)

Unrepairable weapons are the worst thing. There's nothing worse than finding a super cool, rare weapon and being paranoid about it breaking.

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[–] sugar_in_your_tea@sh.itjust.works 1 points 1 year ago (4 children)

Loot

I hate collecting it, managing inventory, selling it, crafting it, and so on. I used to love it, but these days I much prefer a more guided experience where the only items I get are interesting. Elder Scrolls completely destroyed this whole mechanic for me because I'm a bit obsessive and would try to bring literally every plate back to town to sell.

As a corollary, I'm not a fan of dealing with shops in general. I'm fine if they exist, but I really think the game should supply you with everything you need to complete the game, and shops should be a backup plan, not a core mechanic.

[–] sjolsen@beehaw.org 1 points 1 year ago

Loot is great when it's unique, or at least rare. Unique weapons and lore items in Dark Souls come to mind.

But yeah, loot that just fills up your inventory (or worse, your equip load) until you go sell it is just Worse Money.

[–] teruma@beehaw.org 1 points 1 year ago (1 children)

I forget which game unfortunately but it would tell you what junk you picked up but then autoconverted it to a gold value and gave you that instead.

I know Dishonored does it, and I love it.

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[–] tebicat@sh.itjust.works 1 points 1 year ago

non-renewable consumable items.

using consumables is hard enough, but you're telling me there's a finite number of these? forget it.

only exception is rougelikes.

[–] croobat@lemm.ee 1 points 1 year ago

Escort missions

[–] Phrax@reddthat.com 1 points 1 year ago

I hate RNG-heavy progression that discourages playing the actual game.

Path of Exile had terrible loot droprates and gamble crafting when I last played in Ritual League. Starting a league = poring YouTube for safe league starter builds to follow step by step. Gearing up = only picking up currency and buying items from other players on a website. Making $$$ = flipping items (buy low sell high) in hideout (personal town).

Path of Champions (PvE gamemode in Legends of Runeterra) drops shards and fragments to unlock new champions and relics that add a passive effect. Drops are random and not duplicate protected. Champions need 2 star upgrades totalling their unlock cost to feel playable. Optimal progression = speedrunning dailies/weeklies, 2-starring meta champs, and logging out.

[–] ax28@beehaw.org 1 points 1 year ago (1 children)

The new Gollum game was very impressive in the way it managed to implement so many of the mechanics in this thread

[–] Seraph089@sh.itjust.works 1 points 1 year ago

That game took one of my most hated mechanics (binary moral choices), came up with a concept for it I could have actually loved (the personas arguing), then botched the execution so badly that it felt even worse than a normal morality system. Impressive is certainly the word for Gollum, just not in the way the devs hoped.

[–] wabafee@lemmy.world 1 points 1 year ago* (last edited 1 year ago) (1 children)

Stamina, why can't i just keep running forever!! Even worst in open world games.

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[–] ch00f@lemmy.world 1 points 1 year ago (1 children)

Quick save/quick load. Not as relevant any more, but so many games used to have it. The meta game just became saving at the opportune moment and trying every possible action from there to progress forward.

Blew my mind in the first Bioshock where you could qs/ql, but the vita chambers were forgiving enough to wean you off it.

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[–] Seungyeon@beehaw.org 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.

[–] Synthclair@beehaw.org 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!

[–] Bretzel@lemmy.world 1 points 1 year ago (1 children)

Those hints to success "difficult parts". Some games think their players are braindead. If you have some trouble or spend a bit too much time doing a quest or killing a boss, NPCs or game interface constantly yells at us hints to skip those "difficult" parts. Games are more and more aimed for dumb casuals. I'd rather have the satisfaction completing a challenge by myself. Lets not forgot that today's games are increasingly easier and shorter (and pricier) than before...

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[–] s12@sopuli.xyz 1 points 1 year ago

Perhaps forced online with no way to self host.

[–] yippy@lemm.ee 1 points 1 year ago

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

[–] heliumlake@lemmy.world 1 points 1 year ago (1 children)

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 1 points 1 year ago (3 children)

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.

[–] teruma@beehaw.org 1 points 1 year ago

This was why MGS was so good.

[–] Icarus@beehaw.org 1 points 1 year ago

Hitman is one of my favorite stealth games in this way.

[–] conciselyverbose@kbin.social 1 points 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.

[–] freeman@lemmy.pub 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

[–] lvxferre@kbin.social 1 points 1 year ago (1 children)

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.

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[–] Silvia@lemmy.world 1 points 1 year ago (1 children)

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.

[–] Lowbird@beehaw.org 1 points 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.

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