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

  • KickMeElmo@beehaw.org
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    2 years ago

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

    • Synthclair@beehaw.org
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      2 years 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…

    • nlm@beehaw.org
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      2 years 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.

  • hungry-kin@lemmy.world
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    2 years ago

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

    • Witch@beehaw.org
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      2 years ago

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

      Pain.

  • peanuts4life@beehaw.org
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    2 years ago

    Obligate stamina bars/circles for traversal. Just allow me to move at the speed of fun, and definitely don’t make me stand still to recharge when climbing.

    I think it’s telling that death stranding, a game all about traversal, let’s you sprint outright for as long as you want until well after your character’s shoes literally fall off. The stamina bar is more a measure of abuse rather than a limit on your movement.

    • Pigeon@beehaw.org
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      2 years ago

      I like stamina bars in many circumstances, but I’ve decided I hate them specifically in life sim games like Stardew Valley, My Time at Portia, and similar - at least unless there’s an easy and fun way to re-fill them. I won’t write them off entirely, I think it can be done well, but in practice in these games they often serve no purpose but to frustrate you.

      • peanuts4life@beehaw.org
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        2 years ago

        Good point! How is “my time?” I’ve been thinking of getting it to play with my gf. We really like dinkum.

  • BigFig@lemmy.world
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    2 years 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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      2 years 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.

      • AbelianGrape@beehaw.org
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        2 years 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.

    • idiotexe@lemmy.blahaj.zone
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      2 years ago

      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.

      • jws_shadotak@lemmy.world
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        2 years ago

        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.

        • idiotexe@lemmy.blahaj.zone
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          2 years ago

          That seems great. I have RDR2 on my wishlist but unfortunately it would require more storage space than my entire laptop has at the moment.

  • Vulcaria_Tors@beehaw.org
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    2 years ago

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

    • winterstillness@beehaw.org
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      2 years ago

      That’s one of the big things that bothered my in Breath of the Wild. I wanted to go to this cool looking location and find something neat, but I knew that I’ll either get a weapon that breaks in 5 hits, a seed, or an orb. Really deflated my sense of exploration when I realized this was the gameplay loop.

      • FourEyesWatching@lemmy.world
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        2 years ago

        Exactly! It triggers my hoarding response and I find myself keeping all the weapons because something harder might be around the next corner. I end up with only using boko clubs for half the game…

      • Vulcaria_Tors@beehaw.org
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        2 years ago

        It was definitely a pain in the ass. That was the first game I thought of. Second was dying light. Nothing like get swamped by a hoard and all your equipped weapons break.

  • ipha@beehaw.org
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    2 years ago

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

  • e l f @lemmy.world
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    2 years ago

    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.

    • Pigeon@beehaw.org
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      2 years ago

      You’ve made me suddenly realize how rare invisible walls have gotten in my gaming life.

      The closest I’ve come recently are “barriers” that are clearly just, like, a small pile of trash that could be easily walked over, but even that is rarer than it used to be.

    • sijt@lemmy.world
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      2 years ago

      Having played a bit of Zelda recently, micromanaging weapons. Oh, I’ve got this metal broad sword and I’ve used it to to stab an unarmored fleshy bad guy and oh it’s broken after three stabs.

      I get that weapon degradation is a real thing that happens, as they become blunt or potentially fragile, but Zelda BOTW and TOTK take it way too far to the point of it being a real chore. I thought they’d fix it after all the BOTW complaints but TOTK is just as bad.

      • neo_is_the_one@beehaw.org
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        2 years ago

        Honestly, I think thats just a love it or hate it thing that I can totally see why it isnt for everyone and I dont blame you, but I personally love it and would hate to see it reduced/taken away. Once I leaned into it it really encourages me to explore and I enjoy the new fuse system enough that I like when a weapon breaks because Im excited to make a new one

        • Pigeon@beehaw.org
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          2 years ago

          I’m actually getting impatient when a weapon lasts too long, because I want it to break already so I can use something new and interesting without feeling like I’m wasting it. :P

          I think part of it is having enough weapon slots that I’m choosing different weapons in different contexts, and so they all subjectively feel like they’re lasting longer than they did at the start of the game (even accounting for regular vs sturdy weapons).

          Also making more use of shield fusions lately, and consumables on arrows, which again results in using the weapons less.

          I keep kinda wishing I could fuse things to my bows though lol, even though I can use so many different consumables with the arrows already.

          • neo_is_the_one@beehaw.org
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            2 years ago

            Yeah! I just learned that fusing elemental items to shields adds elemental shockwaves when you block, and it really made me think more about my shield fusions

    • Grenfur@lemmy.one
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      2 years ago

      I like some micromanagement. If it’s tinkering with gear or stats then I’m down. Working out how to squeeze out that little extra bit of damage or efficiency is great. However, if you have to actively micromanage units or resources during combat, then its a pass for me. I feel like micromanagement should be an addendum to the core gameplay loop, not it’s focus.

      • Pigeon@beehaw.org
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        2 years ago

        I really like the early access game Against the Storm, because it’s got micromanagement, but it’s also a bit of a roguelike so that no one run ever gets big enough to get too bogged down. It’s got the feel of the fun early part of a Civ game, but almost all the time, and with fun variations.

  • BeardedSingleMalt@beehaw.org
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    2 years 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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      2 years 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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        2 years 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.

      • SugarApplePie@beehaw.org
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        2 years ago

        I started playing No Man’s Sky recently and it looks like they added a mode that’s more ‘streamlined’. Dunno if it’s still procedurally generated, though.

    • winterstillness@beehaw.org
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      2 years ago

      Pretty much a lot of procedural “content”. I guarantee big publishers will capitalize on all of this AI to replace writers with generated stories/quests/etc. No idea what to make of this.

      • BastingChemina@beehaw.org
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        2 years ago

        I would disagree, some of my favorite games are procedurally generated.

        Factorio, RimWorld or valheim for example.

        • winterstillness@beehaw.org
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          2 years ago

          Oh totally. I didn’t mean to imply “all procedural content = bad”. Terraria comes to mind and is one of my favorite game of all time. The “world” is procedural when created, but there are “key” areas/objectives that don’t change. I’m thinking more along the lines of Fallout 4’s “radiant” junk that big publishers salivate over because mountains of endless+cheap content = ($o$)

  • setsneedtofeed@beehaw.org
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    2 years 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.

  • ram@lemmy.ca
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    2 years ago

    Flowcharts for multiple endings. Let me take multiple distinct routes from the start, or make a choice at the end I can come back to. I hate going through some of the same content again and again and having to look up guides just to find the true ending (looking at you Persona).

    • Pigeon@beehaw.org
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      2 years ago

      I wish more games allowed for choices that are meaningful in the moment but don’t have to affect the ending or even the main plot at all. It doesn’t need to effect that part of the game for the choice to be meaningful to me.

      The main example that comes to mind is Soma. I know some people hated that the choices don’t affect the story, but I loved that about it. I thought a lot about all of those choices, and all of them felt more meaningful than most video game choices, and it straight up wouldn’t have made any sense for most of them to have any impact on the player character’s life after he moves passed them.

      Edit: I think I prefer the structure of a mostly linear main quest, with a whole bunch of side quests that don’t effect it but are adventures in their own right, over the structure of a super-branchy main story. Especially since I’m always aware that every choice will mean I might miss out on entire areas or characters - that kinda stresses me out, sometimes.

      • teruma@beehaw.org
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        2 years ago

        Oddly, AC Odyssey did this for the most part. There are exactly one or two major obvious decisions that impact the outcome, but there were a lot of small visual but otherwise meaningless world changes that can occur as a result of decisions in side quests.

    • emeraldheart@beehaw.org
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      2 years ago

      You would HATE AI Somnium Files then, haha. I really like their flowchart, but I definitely see how others wouldn’t.

      • ram@lemmy.ca
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        2 years ago

        I actually love AI Somnium Files because it makes it super clear and it doesn’t just repeat the same story bits! haha VNs are really bad for just giving hidden branching paths, and branching-story RPGs for hiding true endings behind convoluted sequences of events.

  • Ashen44@lemmy.cafe
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    2 years ago

    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.

  • unsunny@beehaw.org
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    2 years 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.

  • Pumpkin@sh.itjust.works
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    2 years 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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      2 years ago

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