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

  • BeardedSingleMalt@beehaw.org
    link
    fedilink
    English
    arrow-up
    16
    ·
    edit-2
    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.

    • winterstillness@beehaw.org
      link
      fedilink
      English
      arrow-up
      6
      ·
      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
        link
        fedilink
        English
        arrow-up
        2
        ·
        2 years ago

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

        Factorio, RimWorld or valheim for example.

        • winterstillness@beehaw.org
          link
          fedilink
          English
          arrow-up
          1
          ·
          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 = ($o$)

    • isosphere@beehaw.org
      link
      fedilink
      English
      arrow-up
      6
      ·
      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
        link
        fedilink
        English
        arrow-up
        3
        ·
        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
        link
        fedilink
        English
        arrow-up
        2
        ·
        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.

  • Rentlar@beehaw.org
    link
    fedilink
    English
    arrow-up
    15
    ·
    2 years 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.

  • cadellin@lemmy.ml
    link
    fedilink
    English
    arrow-up
    14
    ·
    2 years ago

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

    • cnnrduncan@beehaw.org
      link
      fedilink
      English
      arrow-up
      10
      ·
      2 years ago

      Yeah it guarantees that the game will be unplayable through legal means in a few years when it is no longer profitable to keep the servers running.

  • Manticore@beehaw.org
    link
    fedilink
    English
    arrow-up
    14
    ·
    2 years ago

    Anything using timers, especially based on the clock. It just artificially adds playtime, and it also means I forget about them and lose track of what I was doing most the time, too.

      • Alkalyon@lemmy.ml
        link
        fedilink
        English
        arrow-up
        3
        ·
        2 years ago

        I can say that the only timed content I enjoyed was in WoW and it was the Challenge Modes.

        Both because you could try it multiple times and because the reward was an actual prestigious and awesome reward.

        I can’t think of another game with a timed run mechanic that offered anything close to that.

        • mananevergone@beehaw.org
          link
          fedilink
          English
          arrow-up
          2
          ·
          2 years ago

          My only contention for good timed content in video games would be examples similar to the beginning of Metroid Prime. “The whole planet is gonna explode and you need to leave RIGHT NOW!!” type of deal. It’s essentially the same as putting a timer on a task, in fact that game does show you a timer with how long you still have until the place explodes, except it doesn’t feel like a fakey cop out

    • teruma@beehaw.org
      link
      fedilink
      English
      arrow-up
      1
      ·
      2 years ago

      Yep, soon as the calendar came up in P5 I quit. Same with FE3H. I did eventually go back to P5 and followed a single playthrough walkthrough, but it far overstayed its welcome.

    • troye888@lemmy.one
      link
      fedilink
      English
      arrow-up
      1
      ·
      2 years ago

      Currently playing through “unsighted”. It is a really nice metroidvania game, however everyone (even you) is dying and only has a certain time left. For now i am really enjoying the novelty, but I hope no game copies this. It does really stress me out. knowing that i have to go and upgrade my weapons now because the blacksmith npc s dying in 4 in game hours(like 10 minutes irl). Or quietly exploring the beautiful world just to get a pop up showing that the (nice elderly) consumables vendor is about to die. Like I said it is quite novel, but does have me not play the game often due to knowing wath wil come. I’d say try it out if you feel like stressing a bit :).

  • Vulcaria_Tors@beehaw.org
    link
    fedilink
    English
    arrow-up
    14
    ·
    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
      link
      fedilink
      English
      arrow-up
      9
      ·
      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.

      • Vulcaria_Tors@beehaw.org
        link
        fedilink
        English
        arrow-up
        4
        ·
        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.

      • FourEyesWatching@lemmy.world
        link
        fedilink
        English
        arrow-up
        2
        ·
        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…

  • Seungyeon@beehaw.org
    link
    fedilink
    English
    arrow-up
    13
    ·
    2 years 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.

    • Fubarberry@lemmy.fmhy.ml
      link
      fedilink
      English
      arrow-up
      3
      ·
      2 years ago

      Honestly it’s games lacking save points that has made devices like the Steam Deck so nice for gaming. Being able to have a dedicated gaming device that I can put to sleep whenever without reaching a save point is fantastic.

  • tebicat@sh.itjust.works
    link
    fedilink
    English
    arrow-up
    13
    ·
    2 years 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.

    • Lojcs@lemm.ee
      link
      fedilink
      English
      arrow-up
      4
      ·
      edit-2
      2 years ago

      Yep. I never use consumables. Unless the game really pushes you to use them they feel like cheating.

      • Alkalyon@lemmy.ml
        link
        fedilink
        English
        arrow-up
        2
        ·
        2 years ago

        they feel like cheating.

        Or worthless. This item increases your dmg for 10 seconds.

        Dude, 1 second is the animation alone and after consuming it, I need to use 3 skills to snapshot the dmg increase so effectively I have 4-5 seconds of actual usage.

        Consumables are horrible as a system in general.

  • aksdb@feddit.de
    link
    fedilink
    English
    arrow-up
    12
    ·
    2 years ago

    Quicktime events. Please make up your mind if you show me a sequence or if you want me to play. I can enjoy watching, but I don’t want to feel like I am being tested for paying attention.

    The beginning of the Tomb Raider remake pissed me off especially. You played a few minutes, then watched a minute of sequence, then play, watch, play, watch. One of the sequences took like 5 minutes, so I leaned back to enjoy when suddenly it flashes a heavy PRESS X in my face. I tried to quickly grab the controller but failed… too slow. I almost rage quit.

    I am not playing games to get stressed out…

    • embix@feddit.de
      link
      fedilink
      English
      arrow-up
      5
      ·
      2 years ago

      Quicktime events.

      I’d limit it to mandatory QTEs - better games have a “story” mode that doesn’t punish you (much/at all) for having the reflexes of an old-timer.

      But yeah, mandatory QTEs are an immediate buzzkill. I don’t intend to waste more time in Tomb Raider - that’s already 21 minutes I never get back.

      • cnnrduncan@beehaw.org
        link
        fedilink
        English
        arrow-up
        2
        ·
        2 years ago

        QTEs are also often pretty bad from an accessibility standpoint, especially the older kinds that had you repeatedly mashing buttons!

      • aksdb@feddit.de
        link
        fedilink
        English
        arrow-up
        2
        ·
        2 years ago

        After biting myself through the loooong intro session path, the game turned out quite good. It did still have a few QTEs later on, but typically in short sequences, which was okayish. First, because I started to expect it, and second because the sequences were short enough that I didn’t get the impression I might have to sit through a movie.

        Still, the beginning of the game has left an ugly impression about QTEs.

    • TheRoarer@beehaw.org
      link
      fedilink
      English
      arrow-up
      4
      ·
      edit-2
      2 years ago

      I am not playing games to get stressed out…

      I pretty much only play souls games. So I’m all about being stressed out. I still hate QTEs.

    • teruma@beehaw.org
      link
      fedilink
      English
      arrow-up
      1
      ·
      2 years ago

      Same, though my single exception is FF7R. Worth a watch if you haven’t played.

  • ax28@beehaw.org
    link
    fedilink
    English
    arrow-up
    11
    ·
    2 years ago

    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
      link
      fedilink
      English
      arrow-up
      6
      ·
      2 years 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.

  • KickMeElmo@beehaw.org
    link
    fedilink
    English
    arrow-up
    11
    ·
    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.

  • Crotaro@beehaw.org
    link
    fedilink
    English
    arrow-up
    10
    ·
    2 years ago

    Enemies that scale with your level in an RPG. I would rather get completely curb stomped by rare high level enemies, so I have something to work towards. In the same vein, I don’t like it when the stat gain you get from leveling ends up with you literally being unkillable by lower level enemies. Most MMOs are an offender to this, where you can just sunbathe in a group of 30 level 1 enemies and are unable to die to them.

    • Nepenthe@kbin.social
      link
      fedilink
      arrow-up
      3
      ·
      edit-2
      2 years ago

      GOD, yes. The Fable games are like that, resulting in a large portion of the endgame map in Fable III positively loaded with werewolves and what feels like nothing else. As these were intended to be hard-hitting and unfairly fast, traveling became an annoyance.

      I’m curious what your happy medium is, though, since you dislike being over-leveled as well. I personally think being whaled on ineffectually is funny mental image, and sometimes I really just wanna chill

  • Silvia@lemmy.world
    link
    fedilink
    English
    arrow-up
    10
    ·
    2 years 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.

    • Ghostalmedia@beehaw.org
      link
      fedilink
      English
      arrow-up
      2
      ·
      2 years ago

      The end of Atomic Heart is an absurdly fast QTE. I played that whole game, and basically had to give up at 99.99% complete simply because I wasn’t fast enough.

    • Pigeon@beehaw.org
      link
      fedilink
      English
      arrow-up
      1
      ·
      2 years 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.

      • jared.biz@lemm.ee
        link
        fedilink
        English
        arrow-up
        1
        ·
        2 years ago

        Shout out to Spider-Man on PS4 for this! Love when a game has accessibility options around quick time events, or anything where you need to mash a button really fast.

  • Alkalyon@lemmy.ml
    link
    fedilink
    English
    arrow-up
    10
    ·
    2 years ago

    Consumables.

    They either offer too little for a too short time or too much too easy.

    I haven’t seen a game where consumables are promoted from the get-go and are easy to use and not a hussle or completely broken.

    Alaloth has a great iteration of consumables but I still wouldn’t say it’s fun as a standalone mechanic.

    • Grenfur@lemmy.one
      link
      fedilink
      English
      arrow-up
      2
      ·
      2 years ago

      I think my entire experience with consumables is storing them in a bank for one day when I need them and then never taking them out again.

    • scribblemacher@beehaw.org
      link
      fedilink
      English
      arrow-up
      1
      ·
      2 years ago

      This was my BotW experience. Once I figured out how to make fully recovery meals, that’s all I ever used. I had like a thousand random rocks, bugs, and lizards and I have no idea what they do (and don’t really care to figure it out)

  • aedyr@beehaw.org
    link
    fedilink
    English
    arrow-up
    9
    ·
    2 years ago

    Hunger or thirst mechanics in anything that’s not explicitly a survival game.

    • m_talon@beehaw.org
      link
      fedilink
      English
      arrow-up
      5
      ·
      2 years ago

      Best hunger mechanics are the ones that don’t harm your character when you’re hungry, but you do get a buff for eating.

      Valheim’s like that. Don’t want to eat? Fine. Go multiple days without and you’ll still be ok. But if you want your hp to be all it can be, you’ll want to eat up before going out to fight.

      • Pigeon@beehaw.org
        link
        fedilink
        English
        arrow-up
        2
        ·
        2 years ago

        Valheim’s hunger / food-as-major-buffs mechanic is legit the best way I’ve seen any video game handle food.

    • Alkalyon@lemmy.ml
      link
      fedilink
      English
      arrow-up
      4
      ·
      2 years ago

      It’s also the reason I DO NOT like survival games.

      I would be ok with this mechanic if I didn’t have to eat 10 bear steaks of 2 kilos each to last me for the next 10 minutes.

      • BeardedSingleMalt@beehaw.org
        link
        fedilink
        English
        arrow-up
        1
        ·
        2 years ago

        This is one of several reasons I didn’t play Ark for more than 2 days. Kill animals, get meat, cook at camp fire, eat throughout the day, store meat where half of it spoils before you can eat it.

    • troye888@lemmy.one
      link
      fedilink
      English
      arrow-up
      3
      ·
      2 years ago

      Or where it just becomes a nuisance 5 minutes in. For example Subnautica, which is an amazing survival/exploration game. But the hunger/thirst becomes a chore like 30minutes in when you get the possibility to get food basically everywhere and stock up on water. Still enjoyed the exploration/base building a lot. But it really stopped being a survival game quickly, which honestly might have been for the best given its other qualities.

    • Artyn@lemmy.ml
      link
      fedilink
      English
      arrow-up
      2
      ·
      2 years ago

      Dungeon Crawl Stone Soup is a popular roguelike that removed its hunger mechanic and the game is so much better.

    • Macawesome75@sh.itjust.works
      link
      fedilink
      English
      arrow-up
      1
      ·
      2 years ago

      I would be ok with it if I only needed to pick up the stuff and my character would eat it automatically, and not need to open up the menu every ten minutes