1. QTE... all of them. I seriously hate that shit. If you want me to make a choice, PAUSE and let me consider my options for a damn moment. Or, how about actually GIVING me an option instead of just "press X to not die".
2. Health bars, or rather the lack of them anymore. How in the hell am I supposed to be able to tell from the start that blood spots on the camera indicate that I'm low on health? At least with a health bar, I can make a more calculated estimate of how much damage I am taking from an enemy's attack so I can gauge whether it would be stupid to stick any part of my body out to kill them. Because I get a slightly red tinge around the edges of the screen help if you aren't color-blind (my brother is), and I'd just prefer either the health counter in the corner or even just a simple bar like the shield in Halo or Mass Effect. Why is it a shield gets a meter, mana gets a meter, but whether or not I die only deserves a color change on the screen?
3. Non-customizable characters. Maybe I got spoiled over the years, but I like the ability to change what my character is wearing, even if it is just for my own selfish benefit. Might help some of the JRPGs from making the main character look like a roadie for Cris Angel.
4. Currency in-game. Why do some games have multiple forms of currency, from actual in-game cash to having certain items that work as money? And why do a lot of fantasy games have their own word for money? I understand the whole immersion thing, but when it comes to an inventory screen, why not just call it "money"?
5. Inventory "wheels". Not a bad concept, but I seriously dislike it when you are in the heat of a battle and one weapon runs out and you need to switch weapons so you don't get your ass handed to you. Whatever happened to automatically switching to the next gun in line? Even if it sucks, at least it gives you somewhat of a chance since they NEVER stop the game to give you a moment to pick perhaps your second favorite gun. Maybe they could give you a customizable "wheel" instead.
6. The three choices in dialog in "morality-based" situations. You know what I mean, the good choice and the bad choice and the indifferent choice. I know this can affect the overall alignment of the character, but there are so few people who really try to role-play in an RPG. We pick the good option because it might earn an achievement for finishing the game as a nice guy. What kind of motivation is that? A couple of games actually have the citizens of a certain area that treat you like a jerk if you are a goody-two-shoes, and that is fine with me. But having a game where your choices make no visible influence aside from some meter on your character sheet, then don't bother. Use that space on the game instead to improve graphics or add different features.
7. Non-responsive controls. You remember back in the old NES days of games that had HORRIBLE hit detection? I still run across those problems today (like in RDR when I am hitting a guy in the head and he drops his weapon! WTF hit detection?!) and it seems totally ridiculous that in this modern age we haven't even got the basic fundamentals right when they keep telling us that "progress has improved so much you can hit someone in the leg and they will limp". That works in theory, and so does fusion power. I dislike having to get nose-to-nose with someone just so I know the game won't cheat me out of a headshot at a critical moment (like in Borderlands when I got routinely cheated out of a clean kill because of some "martian bullet-gravity BS).
8. Sandbox games that FORCE you to compete in races. I like a few racing games like NFS and Forza. If I wanted a game that made me race a car, I'd play those. Knock it off, GTA. Even Saints Row wasn't that much of a prick to force you to race in a competition atmosphere in every game since GTA 3. They usually force you to take a car you wouldn't drive even if you were nearly dead and six cops were filling you full of more holes that a piece of swiss cheese, and the competition has better cars than you. Unless you somehow have a prenatural sense of how to race a track when you've never had to drive that particular path before and know exactly where the shortcuts are and can actually WIN the stupid race to continue the story. Also, it totally pisses me off that they have the nerve to restrict you from shooting the competition when they still give you access to your weapons during the race! What kind of crap is THAT?! If you don't want me to shoot anybody, take away the weapon controls while I'm driving then and eliminate the temptation to "even the playing field" instead of just giving me an auto-fail for shooting, even if it is by accident.
9. XP/Money penalties for dying in-game. Ok, so occasionally we all bite off more than we can chew in a fight. It happens and it's how we learn what to avoid. Why add insult to injury that we get resurrected that we suffer a penalty for making a stupid move on top of dying and having to trek all the way back to where we were when we died? All that does is condition the gamer to not take a risk when playing the game unless they know they have zero chance without the best equipment because it may cost them the last hour's worth of level grinding because an enemy got in a good shot that drains more than half your health in one shot. At least Borderlands gave you a heads-up as to the enemies you should avoid when they are classed as "Badass".
10. No trip-skip option. Games that force you to walk/run/drive/ride/fly across the stinking map for some item-gathering quest and you spend a few hours to find what you are looking for, and then it takes a good ten-twenty minutes to get back to where you need to deliver the item(s), that is if you can remember where you need to go. I'd just rather have a fast travel system or that the game not force you to cross the planet to get a handful of grass that one guy needs to craft something for you when he's probably never left that one town his entire life. Why force me to do your dirty work when you won't even make the trip yourself you lazy turd-burgler?
11. Sandbox games with no settable waypoint option on the map. Yeah, I hate having to consult a map every couple of minutes when looking for something. Sure, the minimap helps out, but I'd rather set a point on the map at least roughly where I need to go instead of having to re-check the map whenever I think I am in the area so I don't avoid going in the wrong direction.
12. Unlimited ammo for the weakest gun in the game. A few games suffer from this problem. The starter gun they issue you has unlimited ammo and after you've played a while and unlocked or purchased better weapons, they always require ammo but the starter gun never does. Once you get so far in the game, that stupid starter gun needs unlimited ammo because it takes a good fifty or sixty shots to kill an enemy compared to the two or three needed by a better gun that ran out of ammo. Just stupid... if it is going to have unlimited ammo, at least let me upgrade so it may not be the best gun by the end, but at least a gun worth lugging around the entire game with by the end instead of this gun-shaped paperweight that even the weakest enemy in the end wouldn't laugh at if I was aiming it at them.
13. Instant death areas of the map. Bionic Commando was terrible for this right from the start. If there is an area you don't want me to go to, then don't let me near it! I don't know that Marsten can't swim in RDR until he falls in the water and immediately dies from some sort of water allergy or something. How in the hell does a cowboy near the Rio Grande NOT know how the hell to swim?! Traps are another thing all together in this category, as those have the intentional design of screwing you over when you make a mistake. I'll let that slide because that is how those are supposed to work. But areas you wouldn't think would matter that insta-kill you can get me quickly frustrated enough to stop playing a game. Bionic Commando and your stupid arm-swinging areas that kill you if you stray from the path ruined the entire game for me, especially when you stick a timer in the corner and force me to go at a pace I'm uncomfortable with.
14. Painfully long loading screens. So maybe I'm just getting old, but back in cartridge days, we didn't have loading screens. If we did, they damn sure didn't last five minutes! I'm glad GTA 4 fixed that problem over the previous games like GTA 3 and Vice City. But there are still games like Dragon Age that take a long time between loading a new area, and it leads me to the next complaint.
15. Crashing. Really? Our consoles have been out for a few years now, and developers had kits to build games BEFORE the consoles initially released so that we'd have something to do on the consoles when they hit the shelves. So why are we still running into problems with games that crash, especially during loading screens? You ever had a game crash when you were loading a save, and then it causes the save to become corrupted? My brother had that happen to him at a friend's house when he neared the end of a game. He had saved it, but died, and when he went to reload his saved game, the system crashed and corrupted his save game so he had to start over from the very beginning and it wasted the last eight to twelve hours of progress he had made. I don't get how we can still have these fundamental flaws in design when the finished product hits the shelves.
What is worse is when a game gets stuck during a loading screen, only there isn't a progress bar to give you even the slightest hint that something might be wrong. You sit there patiently waiting for the loading screen to disappear, and maybe you've waited so long the controller has shut off to conserve battery life. Then you hit the guide button to turn your controller back on and it just blinks and blinks at you because you can't connect to a crashed console! I have had this happen during Mass Effect games and Fable games, and it just totally sucks. You know you are making a game design too complicated when it crashes the machine just trying to load a saved game.
16. Checkpoints. I don't really care one way or the other about checkpoint saves, but they are handy when they are included in a game. If they aren't included, then give me at least a save anytime option. Damn FF and other JRPGs have gotten into the bad habit of forcing you to only be able to save in certain areas of the game without giving you checkpoint areas, and sometimes I don't have time for an hour-long boss battle before I need to save and quit. Either option should be universal across the board, regardless of difficulty level. I would think it would just be a common thing to gamers to give us the freedom to stop playing a game when we need to and be able to come back to right about where we left off, not at the beginning of a long quest or half way back across the map where we were two hours ago because I needed to get some damn sleep after staring at the screen all day. Sheesh!
There, I think I've given enough for one day. There's more I could say, but I'd rather not make it look like I'm publishing a research paper on this topic. And quit complaining about hot chicks as main characters! Let's stop all this emo-looking wussy main character crap before we start to ditch the hot chicks!