Game mechanics you absolutely detest

The Wykydtron

"Emotions are very important!"
Sep 23, 2010
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People hatin' on RE4's QTEs. I thought they added to the game perfectly. Remember when Krauser (I think it was him anyway) threw Leon's knife back at him and you had under a second to react? That was AWESOME! I did that cheap as hell shot first time by the way because i'm a fucking boss. That one is pretty much Capcom trolling the players though because the checkpoint is right on that cutscene so you lose pretty much no progress if I remember correctly.

I still don't really understand how anyone could fail the QTEs in the infamous knife fight scene though. Unlike almost all other QTEs, the game tells you this is a QTE section and you should be ready on the QTE buttons well in advance.

Anyway OT: Two very specific mechanics in two separate fighting games are mine. 1. Purple throws in BlazBlue and 2. the Infinite "Prevention" System in Skullgirls.

Purple throws are just dumb, you throw reset your combo before you even end your bloody combo. Before you tell me to just predict and throw break it, between the small online latency (BlazBlue has really good netcode but there will always be some latency) and the quick animation of the throw you will always be hit by the first one at least.

The IPS in Skullgirls is a great idea gone horribly, horribly wrong. Basically you can burst out of something that loops more than twice (more or less, it's probably more complicated but whatever) so as predicted the pro scene (and the people who can copy the pro combos properly online) worked around that system for some ludicrous 15/20 second 80%+ health combos without even proc'ing the IPS. Worse still the burst isn't even remotely safe so you can just start blocking the moment they can burst for the easiest reset you have ever seen.

I'm all for burst baits in games like BlazBlue where Bursts are core mechanics but really, did they need to work in an elaborate prevention system when they could have literally copy/pasted BlazBlue's Burst into the game for practically the same effect?
 

Vendor-Lazarus

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Mar 1, 2009
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I'll join in with the people saying QTE's, Unskippable Cutscenes (I always watch them once though, never got people who skip over them without seeing them, ever.), Magnetic Cover Walls, Escort Missions and Time Trials.

Also adding Over the Shoulder Camera in ARPG's.
Oh, First Person Perspective only in driving/piloting games (which is why I wont be getting either Star Citizen or Elite: Dangerous)
 

CloudAtlas

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Mar 16, 2013
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MASTACHIEFPWN said:
TL;DR: Mass Effect 2 fucked up because I made a stupid choice, and I ruined my perfect play through.
What exactly is the "game mechanic you absolutely detest" here though? Choices leading to outcomes in obtuse, unforeseeable ways?

Not that "I waited too long and now they're all dead" wouldn't exactly be an obtuse, unforseeable outcome here. It rather seems to me that you're angry because you tried to game a system and lost because you didn't understand the mechanics of the system as well as you thought you did.
 

purf

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Nov 29, 2010
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All of the above, maybe? Exceptions:
I've seen QTEs done well, in a sensible way. I think. But don't ask me where.
I don't mind sticky covers.

What grates on my nerves is the gameplay story mechanic of the character being a braindead tool. "Oh, what's that? Do I hear those shady dudes plotting to kill me in my sleep? Huh. Man, I feel tired. Time for a nap!"

RaginDrage said:
Mini cutscenes that force your character's perspective toward an important entity or fancy set-piece.
[...]
or: the back of a Pentagon's sexy secretary. That, CODandSuch, right there, was where we parted ways.
 

MASTACHIEFPWN

Will fight you and lose
Mar 27, 2010
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CloudAtlas said:
MASTACHIEFPWN said:
TL;DR: Mass Effect 2 fucked up because I made a stupid choice, and I ruined my perfect play through.
What exactly is the "game mechanic you absolutely detest" here though? Choices leading to outcomes in obtuse, unforeseeable ways?

Not that "I waited too long and now they're all dead" wouldn't exactly be an obtuse, unforseeable outcome here. It rather seems to me that you're angry because you tried to game a system and lost because you didn't understand the mechanics of the system as well as you thought you did.
As I explained to someone else- My playthrough was nearly identical to previous ones where all of my crew survived- the only difference was the collector attack mission started before I woke legion-
Waking legion involves a one minute conversation, but, judging by my outcome, this conversation counts as a recruitment mission, thus counting it against me. I think that's bullshit- and note that once I selected the galactic map- the collector attack was forced on me, there was no going back; I realised that I forgot to wake Legion, but the game would not let me back out of the impending cutscene. I also find that bullshit.
 

DementedSheep

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Jan 8, 2010
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I like puzzles. I'm ok with hidden object "puzzles" if it's in a one area and you know when you've got everything you need. I don't like when you can't progress because you didn't pick up this hidden thing that you had no reason to even know you would need from 4 areas ago.
And of course puzzle operating on moon logic or relying on people acting really stupid to work. Well game I didn't think of your solution and had to use trial and error because your solution doesn't make sense!

Unskipable cut-scenes are the obvious one. Noone likes them so god knows why developers still do them. If has something really important in it and feel the need to make players watch it then make it unskipable once. Do not do this before hard fights or something you may need to repeat multiple times to get an achievement with the save before the cut scene. Looking at you GW2, I didn't need to repeatedly watch two of your characters kiss and that's hardly important enough to make unskipable. Of course the cut-scene with the fucking dragon waking up which shows you what the villains plan was and sets up the story going forwards wasn't unskipable. Shitty romance > plot I guess.

Having bosses/ common enemies being outright immune to things. Especially if they do it in such a way that an entire class or skill set becomes useless. The hacksaw of balancing and the bane of rouges in RPGs.

A lot of people complain about QTE. I only mind them if I feel like they are there to try to pass cut-scenes off as game-play or they are out of the blue. If it's an actual part of the normal gameplay (like with blocks or finishers) then their fine.
 
Apr 5, 2008
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Unskippable Cutscenes
Autosaves which reload to BEFORE unskippable cutscenes
Lack of manual save option
Inability to change FoV
Quick-Time Events
Push button Takedowns
Obligatory turret sequences
Military Jargon
"Hyper" bars in fighting games, as in SFIV for example
 

PainInTheAssInternet

The Ship Magnificent
Dec 30, 2011
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Why hasn't anyone thrown in weapon degradation? It's just a nuisance and it tends to happen in games where weapons fall from the sky anyways.
 

Cerebrawl

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Feb 19, 2014
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The big four for me is:
1) Lack of manual saves. I really hate savepoint only systems.
2) Gear degradation. It's almost universally unreasonably fast, and always utterly obnoxious, especially if its tied to the gears performance, "your weapon will hit for its maximum damage 5 times, and then it will start to go lower until it's useless".
3) MOUSE ACCELLERATION. Allcaps, because whoever has this forced on in their game should die painfully in a fire.
4) Unskippable cutscenes.

Then we have things like:
Insufficient resolution options. "Oh our game only comes in 4:3 resolution", "this game only runs at 720p", etc.
Our keybinds are the only way to play the game! No rebindable keys for you!
This PC game only works with xbox 360 controller. No don't even try another gamepad, we don't support anything else.
 
Apr 5, 2008
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Racecarlock said:
Mafia II has cleaning toilets, selling cigarettes, lifting one heavy crate VERY SLOWLY into a truck, and much more tediousness that really cements it's nature as an "Authentic experience", though if I'm being honest afterwards you'll wonder why you wanted that. Or in my case, wonder why in the hell people wanted GTA V to imitate this game.
I cannot speak for Heavy Rain but I must disagree with you on Mafia 2 here. Each of those particular examples absolutely had a place in the game. They were boring, even humiliating (in the case of the toilet), but that was the point.

The lifting the boxes was a major turning point for Vito. It was his attempt to follow in his father's footsteps (and honour his mother's wishes), working at the docks in a deadend job for low pay, but a legit job. We, as Vito put up with it for as long as we could before protesting exactly that it was menial, thankless work and it *directly* led to his name-dropping that set his feet onto the better paying path on the wrong side of the law.

The cigarettes is something the mob did and is entrusted to the green recruits, like Vito, to carry out. That is how the mob genuinely functions, with a hierarchy ranging from the goons at the bottom, their bosses ("Made Men"), Capos and Dons. This was an early job because Vito was a newbie and his rise through the ranks is integral to the story and missions he gets. He has to start off small and we, the player rise through the ranks and gain the related rewards.

The toilets thing was meant to be just what it was. A humiliating show from the guards, putting Vito in his place, demonstrating the power they have over him as well as punish him for his misdeeds on the Outside. I found it immersive and emotional in a way. You *had* to grind your teeth and put up with it as a prisoner would probably have to in real life.

Mafia 2 had a few issues for me too (mostly QoL ones such as no manual saving, barely tolerable FoV but also not making enough use of the wonderful sandbox), but though the story could arguably be described as cliché, I think what there was, in context, was wonderful, made the game more immersive and had me as the player much more invested. Even cleaning the urinal.
 

seaweed

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May 19, 2014
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Cover shooting

Poorly designed forced tutorials (For a good example, 2/3 of Portal 1 is a tutorial and it's fun as hell! But when it's like Look Up, Look Down, Look Left, Look Right, are these controls okay or do you want them inverted? Use WASD to move. Space to jump. E to use. It's like OH MY GOD GET ON WITH IT, 99.9% of the people playing this have played a video game before)

Region gating without good reason (There's a blackout in Lumiose City! You can't go any farther! That doesn't make any sense! In fact I can see the lights in the buildings up ahead are actually very much ON!)

Forced slow-walk sections where NPCs deliver exposition to you

Obvious content padding(Go collect three macguffins down these three separate hallways to open this door)

Bullet sponge enemies

Mechanics that are highly incongruous with each other or the story of the game

Level design that is just a straight hallway for the entire game

Ooh, look at this pretty thing exploding in the skybox. Wow, so cool. Wow. Except that was totally played out back in like 2009.

Press F to airstrike. Press F to breach this door. Press F to comfort Elizabeth. Press F to watch cutscene.
 

Racecarlock

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Jul 10, 2010
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KingsGambit said:
Racecarlock said:
Mafia II has cleaning toilets, selling cigarettes, lifting one heavy crate VERY SLOWLY into a truck, and much more tediousness that really cements it's nature as an "Authentic experience", though if I'm being honest afterwards you'll wonder why you wanted that. Or in my case, wonder why in the hell people wanted GTA V to imitate this game.
I cannot speak for Heavy Rain but I must disagree with you on Mafia 2 here. Each of those particular examples absolutely had a place in the game. They were boring, even humiliating (in the case of the toilet), but that was the point.

The lifting the boxes was a major turning point for Vito. It was his attempt to follow in his father's footsteps (and honour his mother's wishes), working at the docks in a deadend job for low pay, but a legit job. We, as Vito put up with it for as long as we could before protesting exactly that it was menial, thankless work and it *directly* led to his name-dropping that set his feet onto the better paying path on the wrong side of the law.

The cigarettes is something the mob did and is entrusted to the green recruits, like Vito, to carry out. That is how the mob genuinely functions, with a hierarchy ranging from the goons at the bottom, their bosses ("Made Men"), Capos and Dons. This was an early job because Vito was a newbie and his rise through the ranks is integral to the story and missions he gets. He has to start off small and we, the player rise through the ranks and gain the related rewards.

The toilets thing was meant to be just what it was. A humiliating show from the guards, putting Vito in his place, demonstrating the power they have over him as well as punish him for his misdeeds on the Outside. I found it immersive and emotional in a way. You *had* to grind your teeth and put up with it as a prisoner would probably have to in real life.

Mafia 2 had a few issues for me too (mostly QoL ones such as no manual saving, barely tolerable FoV but also not making enough use of the wonderful sandbox), but though the story could arguably be described as cliché, I think what there was, in context, was wonderful, made the game more immersive and had me as the player much more invested. Even cleaning the urinal.
Fantastic. It had me wondering why I wasn't playing a better game. Like any other game.
 

Silvanus

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I realise I'm in a minority on this one, but I rather like rail shooter sections and fixed turret sections, both of which have been mentioned here (and are common bugbears).

QTE's are frustrating and unnecessary if they have unduly harsh consequences for failing them.

Neverhoodian said:
Not being able to skip or pause cutscenes. Bonus points if it's right before an incredibly hard portion of the game, forcing you to sit through it every time you fail the gameplay segment.
I think I must have watched the cutscene preceding the battle against Yunalesca at least 25 times.

Yunalesca: "Let me be your liberator..."

Auron: "Now! This is it! Your fate is in your hands! Die, and be free of pain, or live, and fight your sorrow!"

(It's been almost a decade since I played the game).
 

Racecarlock

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Gundam GP01 said:
Racecarlock said:
KingsGambit said:
Racecarlock said:
Mafia II has cleaning toilets, selling cigarettes, lifting one heavy crate VERY SLOWLY into a truck, and much more tediousness that really cements it's nature as an "Authentic experience", though if I'm being honest afterwards you'll wonder why you wanted that. Or in my case, wonder why in the hell people wanted GTA V to imitate this game.
I cannot speak for Heavy Rain but I must disagree with you on Mafia 2 here. Each of those particular examples absolutely had a place in the game. They were boring, even humiliating (in the case of the toilet), but that was the point.

The lifting the boxes was a major turning point for Vito. It was his attempt to follow in his father's footsteps (and honour his mother's wishes), working at the docks in a deadend job for low pay, but a legit job. We, as Vito put up with it for as long as we could before protesting exactly that it was menial, thankless work and it *directly* led to his name-dropping that set his feet onto the better paying path on the wrong side of the law.

The cigarettes is something the mob did and is entrusted to the green recruits, like Vito, to carry out. That is how the mob genuinely functions, with a hierarchy ranging from the goons at the bottom, their bosses ("Made Men"), Capos and Dons. This was an early job because Vito was a newbie and his rise through the ranks is integral to the story and missions he gets. He has to start off small and we, the player rise through the ranks and gain the related rewards.

The toilets thing was meant to be just what it was. A humiliating show from the guards, putting Vito in his place, demonstrating the power they have over him as well as punish him for his misdeeds on the Outside. I found it immersive and emotional in a way. You *had* to grind your teeth and put up with it as a prisoner would probably have to in real life.

Mafia 2 had a few issues for me too (mostly QoL ones such as no manual saving, barely tolerable FoV but also not making enough use of the wonderful sandbox), but though the story could arguably be described as cliché, I think what there was, in context, was wonderful, made the game more immersive and had me as the player much more invested. Even cleaning the urinal.
Fantastic. It had me wondering why I wasn't playing a better game. Like any other game.
I really hate it when people act as if video games are supposed to be fun toys, and only fun toys.

They're a storytelling medium like any other, and they should be treated like it.

I mean, how dare the Matrix set up Neo's normal, dull corporate life before getting to the anime gunfights. Dont the film-makers know that action movies are supposed to have combat on the screen 100% of the time?
Well sorry for having a preference for fun toys as opposed to falling asleep in front of supposed "Entertainment".

What am I supposed to do? Change my view because someone else noticed the "artistry"? No. It was boring, it was dull, and I hated it.

I don't expect anyone else to change their opinion of this game. This is just what I thought. Ok?
 

Extra-Ordinary

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Mar 17, 2010
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Temporary power boosts or weapons that break after a number of uses.
I don't know, I guess I just don't like the uncertainty of it.
 

Tyrant_Valvatorez

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Mar 29, 2013
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No mention of heavy RNG dependance yet? As much as I love Disgaea 4 the post game is an absolute RNG nightmare. You want weapons that don't suck? need to unlock the land of carnage then, rather than unlocking it being based upon pirate maps that you would gain all of them during your multiple item runs, now you have to build a specific Pirate ship.

The catch being that in order to do so you must capture and torture specific enemy types to have them make a chest appear on a random maps, oh yay the drops from said chest are random better save scum like hell! The worst offender being the body piece which you must defeat the Meowkins for it... they just so happen to be the Pirates with the lowest appearance rate... who also happen to have the shortest floor range to appear. Even following the optimal steps to get all the ship parts it took me about 2 weeks just to get all of them, another kick in the teeth was the massive nerf to the puppy paw stick which further made Disgaea 4's post game "Save Scum to win" with most of the playtime staring at the title screen upon reload.
 

Rozalia1

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Mar 1, 2014
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There sure is a lot of weakness in this thread... unless glitches are involved what is wrong with the likes of escort missions, or QTEs? Them being hard? Than git gud.

Personally I detest XP systems that either give none, half, or all of just one type of XP (but none of the other). What purpose does it serve really? It promotes focusing on a single team, and forces you to grind if you want to swap to another set of guys. Some do give the whole party XP, but than they throw in a secondary XP (usually to level up skills) because screw you.