Gaming Mechanic you hate the most!!!!

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Hamish Durie

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Apr 30, 2011
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iron sights and blood faced regenerating health
what i mean by blood faced is when you take damage then your supossed to run to cover but i can't see cover because THERES BLOOD ON MY FACE i can abide regnerating health but when taking damage also fuks with your screen it just makes me want to break the disk
 

DarkSoldier84

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Jul 8, 2010
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Unskippable cutscenes. I know you can do lots of cool shit in your engine, but please give me the option to skip it, at least after I've seen it once already. It's even more balls when it precedes a difficult fight or a long stretch before I can save.

Out-of-nowhere QTEs. Some warning that I have to do something, please? The proliferation of cutscenes has conditioned me to rest my controller when I don't have control.

Arbitrary and/or Counter-intuitive Fetch Quests. If I need to find something to progress, it should contribute to the logical progression of events. No broken bridges that get fixed while I'm rescuing a kid from a cave.

Attrition-based Difficulty. This is where the designers decide to throw waves of enemies at you solely to deplete your resources.

I've covered ground you guys already have.
 

Whateveralot

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Oct 25, 2010
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TitanAtlas said:
synobal said:
Well I don't really hate QTEs but a game that only uses them occasionally is annoying. You're not looking for a QTE so by the time you see it you're like huh? what? I mean would it be so hard to show a little pop up in the corner that says QTE scene so I'm not eating or drinking or something when a QTE suddenly happens!?
exactly... lost planet 2 was the worst with those... i didnt even knew the game had them... you could be on a cutscene nothing happened, but suddently qte... and there were no differences between cutscenes... you had to pay attention and watch them all...
Exactly. They always caught me by suprise and I died.. Thank god there were only like, 3 of them in the entire game.

An annoyance is unskippable cutscenes. If you have seen them once, there's no need to repeat all of it when I messed up and died right after the cut-scene. Also some inventory screens bother me.
 

Rpground

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Aug 9, 2009
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regenerating health,ive never liked it.its just stupid,i mean you just took a bullet to the face...you aint healing from that by hiding behind a wall and sucking you thumb...sure with health bars you could survive a bullet to the head but at least the damage was PERSISTENT. a FEW games do regen health right IE inFamous,you dont have much health to begin with and it takes AGES for your HP to regen so you just suck up some power from a nearby pole and your good to go! and RPG's your health regens VERY SLOWLY so if your anal about using a health pot you can stand there and wait till you heal. regening health should be very VERY minor,but noticeable after a bit. so if you were playing a fps and you just finished a fight you could wait like 2-5mins recouping for the next room and/or battle that is to come. but until then the mechanic is just gonna piss me the fuck off!

Removing the jump function from most games...WHY CANT I FUCKING JUMP!? EVERY OTHER HUMAN BEING CAN DO IT! ohh i have to be beside a wall to jump OVER it and OVER it only...LAME!

when my character can do something in a cutseen he cant do in game...its like,oh wow that looks AWESOME i cant wait to d-oh you mean i cant do that ingame...lame... :(

pathfinding threw clicking/orders,its annoying when your units take the most dangerous and LENGTHY way to the other side of the map when my enemy is RIGHT THERE! or the path i want to move to is RIGHT THERE! then i have to click them every inch of the way and then their like "ohh...i didnt see this giant path here,thanks commander dur dur dur..." -.-'
 

blackcapedmanx

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Nov 12, 2009
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There is a particularly aggravating variation of the escort mission I call "defend your backup." Basically, there's this old PS2 era game called Battle Engine Aquila that makes a great deal of the worst offenses possible in terms of hated game mechanics. In a particularly egregious example, some of the late game missions have you assaulting multiple enemy strongholds (in a time limit no less) which is hard enough to while keeping yourself alive, and in the middle of your attack, your allies send in "backup" who immediately draw out the enemy and force you to go handle them before your teammates die. Escort missions are bad enough, escort missions under the pretense that they should be augmenting your assault, and not distracting you from it, to the point where things would be universally better if they had not been sent at all, induce controlled destroying rage.

In line with this is the "mechanic" of having a vast disparity between story elements and functions of gameplay, especially when it's clear that this isn't simply due to game engine inadequacy, but seeming laziness or disregard on the part of the designers. BEA again has a frustrating habit of presenting the player with a whole base of military elements to defend, all armed with weapons, and fully in knowledge of an enemy attack. The enemy lands on multiple fronts, the defensive units open with a single volley of return fire... and then... nothing. The whole base just sits there and gets annihilated while you have to run around like crazy and deal with each force on your own. My friend and I played the (depressingly few, which is to say, three) co-op levels religiously, since the added dynamic of a teammate went to great lengths to mitigate the overwhelming frustration of being the only soldier trying to defend multiple waves of enemies, and there's one level where you defend a static base (I make this distinction because the other two levels have you aiding an aerial or water bound convoy) and we very diligently watched as the impressive-looking energy mortars would fire one shot each and then go dormant as if to say, "well look, we spent all of our funding buying those fancy experimental warbots and we kind of scrimped on ammo, okay?"

And it's not like this is strictly an AI problem, because there's actually one ship (it's basically a flying aircraft carrier and, importantly refuel-and-rearm station) that has a galley of anti-air cannons that it uses to great effect at close range, and obviously the enemy AI functions, it just seems like the designers decided, "if the player's team is actually as impressive as it looks the game would be too easy," and opted to simply have them do almost nothing rather than intelligently scaling their ability. This is especially frustrating because the game is so damn promising, it has so many cool features: switching between air and ground combat on the fly, massive levels with interesting approaches to enemy design and ways to fight them (you can literally land on enemy battleships, knock out all of their close range guns, and pummel your weapons into the deck, then fly off when it dies,) epic scenarios (like hopping between multiple flying ships as you front an assault on an enemy base, raining bombs and massive energy blasts down with impunity, then turning around and taking on enemies from above, or, seeing a landing party coming in, being able to shoot down the enormous transport planes and take out the attachment of troops and armor the carry before they can land and deploy, giving a sense of urgency and demand with out the heavy-handedness of a simply countdown (not that the game was above tarnishing those as well,)) and genuinely interesting and innovative gameplay, and then it makes it annoying in most cases to play. Which leads me to...

Novel or enjoyable gameplay that is functionally not actually possible to execute within the game. The biggest offender I can think of for this is Deus Ex Invisible War. The game is generally panned by critics, especially compared to the original, but what I find most offensive is not the blatantly apparent downfalls in conceptual design (which can mostly be lumped into the idea of "dumbing down" elements of the original,) but the potential of mechanics which exist, but either are never able to be realized in the course of gameplay, or requires situations which have to be so neatly engineered by the player that it's hard to justify them as more than a chore. For example, the player can get the ability to take over enemy robots by "activating" them point blank range, but the environments are so hemmed in and most of the more powerful robots (for which this ability would be the most interesting to use against) are so entrenched behind the enemy troops that said robot would be used to take out, that you often have to dispatch all hostile elements just to safely get to the 'bot, thus rendering the whole advantage of being able take it over usually moot. Further, a really cool feature that has no ability to be utilized is the fact that grenade "items" when dropped on the floor as collectibles can be shot at to be detonated remotely (thus allowing the player to use them as impromptu traps in lieu of of, or in conjunction with, proximity bombs, which can drastically increase the potential for destruction with a limited set of tools.) With the aforementioned confinement of space, especially compared to the original, this is impossible because anywhere you would be able to set up a trap that could actually be useful, you'd have to take out the very enemies that the trap would be useful against. Another example of this kind of flaw is a cool late-game SMG that shoots deployable mini-bots as a secondary fire, replacing the standard SMG's flashbang launcher, while not requiring you to find the normal grenade version of the mini-bots and not having to take up a second space in your inventory for them. Unfortunately, by the time in the game you can get it, it's pretty well useless on nearly all of the enemies you face, thus eliminating any versatility or fun-fact that could have been extracted from the idea.

I guess these are a lot more game design problems than mechanics, but still...
 

RuralGamer

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Jan 1, 2011
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QTEs with no forewarning of their impending doom. Seriously they've ruined a good few games for me.

Regenerating health; at first it was alright, but now I just find it downright annoying, especially because a lot of serieses that never used to have it now to.
 

Crazy Zaul

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Oct 5, 2010
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QTEs
Random stealth levels in a non stealth game
Random platforming levels in a non platforming game
Having unskipable cut scenes after a checkpoint that you have to watch every time you die
Not being able to jump
The vehicle level in Bayonetta
 

baddude1337

Taffer
Jun 9, 2010
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Poorly implemented QTE's are a bane of mine.

Time Limits annoy the crap out of me.

The tendency of modern games to be about how great America is and either getting invaded or invading someone else, usually Russia.
 

The Wykydtron

"Emotions are very important!"
Sep 23, 2010
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Aggressive time management. Like Dead Rising (2)

It's like the game is saying

"Look at all the awesome fun stuff you can do, but if you stop to actually have fun rather than run to every objective you'll be failing the game in no time!"

Though non-aggressive time management i quite like, see Persona 4
 

Zeema

The Furry Gamer
Jun 29, 2010
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Single Player Weapon Limits

i need a Rocket Launcher
a Shotgun
Machine Gun
and a Sniper to get all my jobs done
 

Tax_Document

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Mar 13, 2011
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I hate... TUTORIALS...

The ones that force you to do them and then MAKE you go through everything, instead of you know, a FUCKING manual.
 

kuroshimo

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Mar 31, 2011
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QTEs are fine as long as they occur during gameplay, but it's annoying to be penalized for not holding on to my controller during a cutscene.
Other than making me dive back onto the couch because I thought I was safe to get a drink, what annoys me most is infinitely respawning enemies. I hate that CoD often forces you to run through a hail of bullets before shooting the guys shooting at you actually does anything.
 

Sozac

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Jan 19, 2011
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Et3rnalLegend64 said:
Sozac said:
Fucking Karma Meter, Paragon/Renegade Bar, every other moral allignment thing
They are so stupid. I don't need this. They serve no purpose except to make you play the game more than one way. Except they force you to play it either good or bad and thats no fun.
Also, they have video game logic with them. Like in Fallout 3 I hated doing the evil option because it was always kill a kitty morally black evil. So what I did to get the achievements was I stole all I could and still went with the good choices for most of the major ones like with the slaves. And Three-Dog would still greet me as the horror of the wastes. But yeah they need to get rid of that or fix it somehow.
Did you even play Mass Effect before you lumped its Karma meter with those of other games? Both sides of the Mass Effect meter aren't mutually exclusive, so it's not "forcing" you to do anything. It's not "If you're evil, eat this kitten to prove it" either. Shepard is always a hero technically. The difference is just now nice he/she is when getting results.
I have played and I do like Mass Effect. The same goes for Fallout. I know that the its not a linear alignment, but the point is both Mass Effect 1 and Mass Effect 2 have the karma meter tie in to the speech. So you have to go all the way on one end if you want the speech skill. However, it is true that Renegade isn't tie women to railroad tracks bad, but just asshole/racist bad, but asshole/racists can save the galaxy too.
 

StormShaun

The Basement has been unleashed!
Feb 1, 2009
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Time limits
and
adding Guns to a old setting style game (Eg. guild Wars)

These are all annoying.
 

ABLb0y

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Aug 27, 2010
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No health bars in Third person games, so it screws up the interface and makes it hard to see where you're going.
 

Woodsey

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Aug 9, 2009
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I really hate having skill trees in every fucking game. Sometimes its better to just give me the stuff at set points in the game.

Pre-recorded cutscenes too. They look like shit (for some reason they always run at an appalling resolution) and they're often full of continuity errors.

Most engines are good enough now to be scrutinised in a cut scene.
 

leady129

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Aug 3, 2009
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There does appear to be a universal hatred of QTE's. I personally have no problem with them. The only time they're not welcome is if a game uses them once or twice. But if game incorporates it into the core gameplay; God of War, Heavy Rain, Resident Evil 4 & 5, it can be a fun way to execute a finisher or perform an action which might not be possible in normal gameplay.

To the question though, the only thing which has really bugged me, is games which use poorly placed checkpoints. No I don't want to choose between pushing through an additional half hour or losing the last 45 minutes of progress when I've got someone yelling for me NOW. Give me the option to save anytime, anywhere or put your damn save stations a mite closer together.
 

PuppetDoctor

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Jun 22, 2011
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1) Artificial lengthening! That is what really drives me nuts. When a game decides it wants to add time to the game so it makes you go on some stupid task to collect something. Perfect example I remember is Darksiders near the end of the game.

2)Random QTE events when you don't know its going to happen and it doesn't give you enough time to hit the buttons.

3) Time limits. When you need to complete something in under a certain amount of time.

4) Stealth Missions where you cannot alert the enemy.
 

Airsoftslayer93

Minecraft King
Mar 17, 2010
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Yeah, bad checkpoints, either not enough or in the wrong places, or QTEs, i dont care what situation theyre in, if you cant think of a more involved way for me to twist the head of a greek god then ou not a very good game designer