this post was submitted on 10 Jun 2023
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The other thread about favorite mechanics is great, so let's also do the opposite: what are some of your most hated mechanics?

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[–] HopingForBetter@kbin.social 8 points 2 years ago

Endless monologues and dialogue-dependent quests. Tell me what to do once, then be happily surprised when it's done. I don't need to know why it's important to uncle Sandy to find the green gate key, he can say "Thanks!" later if I want to talk to him at all.

[–] phuntis@lemmy.world 8 points 2 years ago (4 children)

crafting dear god I hate crafting if I ever find the person that introduced crafting into the triple a formula...

[–] Monkeyhog@lemmy.world 6 points 2 years ago

I enjoy crafting if its a core game component, like in a survival game. But having to craft in order to upgrade your gear in Assassin's Creed was just tedious.

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[–] neosheo 7 points 2 years ago (1 children)

Crafting. I don't want to have to remember the recipe to stuff, then find out where it is, then keep going back to make it again

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[–] Deestan 7 points 2 years ago (1 children)

Disclaimer: not always

Character stats, commonly called "RPG elements".

In games with low enough detail that I have to use my imagination, it makes sense to have a character constitution 10 increase to 15 and take 50% less damage from blunt weapons. It works perfectly in Rimworld, ADOM, Terraria and the like because you can't completely see what's happening, so when your character does low damage your imagination has room for him to hit badly or be partially blocked.

But in games with modern graphics and animations, it feels... off. An attack animation that shows someone swinging a sharp steel battleaxe perfectly and connecting with bare flesh at momentum, deals... no damage because the wielder has low strength and axe skill, while the target has a high armor value.

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[–] chalkman@sh.itjust.works 7 points 2 years ago (2 children)

I think forced stealth mechanics in games not designed for them are my pet peeve. Looking at you Witcher 2.

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[–] gingerrich 7 points 2 years ago (2 children)

I honestly do not like the RPG mechanic of levelling up/buying skills, especially in FPS games. I'd rather have a Half Life experience over levelling.

I'm also not a fan of side quests. I find it breaks the immersion when you're character is on some crazy, world saving overall quest but sure, I can spend time to find that random thing for you.

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[–] ycnz@lemmy.nz 7 points 2 years ago (1 children)

The bit in the RPG when your character gets captured and you lose all your gear, and have to do the shitty stealth thing.

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[–] Phrax@reddthat.com 7 points 2 years ago

I hate RNG-heavy progression that discourages playing the actual game.

Path of Exile had terrible loot droprates and gamble crafting when I last played in Ritual League. Starting a league = poring YouTube for safe league starter builds to follow step by step. Gearing up = only picking up currency and buying items from other players on a website. Making $$$ = flipping items (buy low sell high) in hideout (personal town).

Path of Champions (PvE gamemode in Legends of Runeterra) drops shards and fragments to unlock new champions and relics that add a passive effect. Drops are random and not duplicate protected. Champions need 2 star upgrades totalling their unlock cost to feel playable. Optimal progression = speedrunning dailies/weeklies, 2-starring meta champs, and logging out.

[–] idiotexe@lemmy.blahaj.zone 6 points 2 years ago (1 children)

Fast travel that is just a game mechanic with no story ties in open world games.

Disclaimer: My main experience with games so far has been some Nintendo stuff, Fallout, and The Elder Scrolls.

Of what I've played I like Morrowind's fast travel system the most. You don't just open your map and click a button, you talk to people or use a spell/item. And NPCs mention these travel systems and story wise would use them.

I like Oblivion's (and to a lesser extent, Skyrim and the 3D Fallout's) the least. Time passes like your character walked to where you fast traveled but not much is timed so that has little effect on immersion. Too much of the journey has to have gaps filled in by the player's imagination because walking on the road normally has a lot of encounters and wandering off to check out random buildings and people. It encourages less exploration and taking some time with the game.

Obviously I want a balance, I don't want to be walking the same road with 2 wolf encounters a thousand times because it's between two areas I need to frequent. And I don't want 90% of my playtime to be traveling. But I also don't want to keep instantly fast traveling to all places and feel "lazy" and like I'm missing experiences and encounters. And I want more immersion. More character interaction instead of UI interaction.

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I really don't like random bullet spread. Especially when it becomes more random if your character is moving.

[–] mtizim 6 points 2 years ago (4 children)

3D 3rd person platforming. Any flavour of it. It consistently either sucks (souls games) or is just plain boring (the uncharted series). I'm sure there are some games where it's done reasonably well (probably some sonic or mario game), but I've never seen that.

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[–] Soccera@aussie.zone 6 points 2 years ago (1 children)

The bit in a certain DOS game where a demon respawns lower level demons... If you know, you know.

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[–] Gigg44@feddit.de 6 points 2 years ago

Crafting with survival elements, one button stealth attacks, random loot with stats in story games.

Not a gameplay mechanic but constant fucking talking mains and npcs

[–] pumpkin@sh.itjust.works 6 points 2 years ago (1 children)

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.

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[–] nLuLukna@sh.itjust.works 6 points 2 years ago (2 children)

Do this to get that to get this to get that One example is the Minecraft tech tree. Abosultely no choice whatsoever. I don't ever need to make a choice. Obviously Minecraft is now begining to take steps to sort this out. But it's been over 10 years and the system is ingrained into people's minds

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[–] TheYang@lemmy.ml 6 points 2 years ago (1 children)

Currently?
Having cool abilities tied to NPC companions.

And I'm pretty sure (nearly?) everyone knows why and what I'm talking about.

[–] TheAgeOfSuperboredom@lemmy.ca 7 points 2 years ago (2 children)

TOTK? The number of times I've lost items because the bird decided to gust instead of Link picking it up, but then having to search around for someone when you actually do want to activate a power.

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[–] Jurisprudentia@sh.itjust.works 6 points 2 years ago* (last edited 2 years ago)

Most open-world games have areas on the map that are blank until you "explore" them by climbing a tower of some kind and "activating" that region on your map.

This results in trudging blindly into the middle of every new area, ignoring interesting stuff along the way and beelining to the tower just so you can see the damn map. It's an annoyingly unnatural way to explore.

I didn't even realize that I disliked it until I played Far Cry 6, which has a much more organic and immersive landmark discovery process. You learn locations of interest from readables and by talking to friendly NPCs that you encounter in the world.

In FC6 it's even thematic, since you're guerilla fighters passing intel along by word of mouth.

Edit: sp

[–] s12@sopuli.xyz 6 points 2 years ago (2 children)

Perhaps forced online with no way to self host.

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[–] FartsWithAnAccent@lemmy.world 6 points 2 years ago (1 children)

Escort missions and weapons breaking without a reasonably easy way to get/make more (glaring at you, Dead Island...)

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[–] zerkrazus@kbin.social 6 points 2 years ago

Anything that encourages toxicity and trolling behavior, though I suppose in some ways that's unavoidable and is the nature of anonymity/pseudo-anonymity that online gaming offers.

[–] NoName977@kbin.social 6 points 2 years ago (2 children)

Open worlds with markers. It takes every feel of exploration from me and changes the open world part of the game to really long and boring interactive loading screen through which I must pass between (very often) very linear missions.

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[–] AceLucario@lemmy.ml 6 points 2 years ago

Someone already sort of mentioned this, but I don't usually like crafting and building stuff. So games like minecraft and animal crossing new horizons are out. For the latter, greatly prefer new leaf.

[–] _ed@sopuli.xyz 6 points 2 years ago

QuickTime events. I started replaying RE4 original. Did not miss them.

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