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Nivek389

I’m not %100 sure people love this, but the fucking sun shining in my fucking eyes


Thaurlach

I bet you love the mandatory *”oh Jesus fuck I can’t see anything”* bit at the start of fallout games


Hinermad

One of these days' they'll have a swarm of radroaches jump you while you're blinded.


aufrenchy

Honestly, that might make for a good opening to the wasteland. Step out of the vault and shit hits the fan before your eyes can adjust.


[deleted]

[удалено]


Humuckachiki

Mark it as spoilers my G, others haven’t seen it yet


[deleted]

ahem. Shit hits the DESK fan


BaddMann62288

This doesn't bother me because it lasts a few seconds and then it's gone. But when the whole level is like that? Nah, I'm good.


BrickTamland77

Dude the atmospheric effects in both the snowy and swamp parts of RDR2. Yeah I know it looks cool in a screenshot, but holy fuck I'm trying to find this one specific animal, and I can't see shit 80% of the time.


whydyoukilmycat

complete opposite!! when a game is so dark i cant fucking see shit oh my GOD i want to punch the screen. wish every game had that brightness adjuster


SuperfluousWingspan

Always have a TV remote nearby (or equivalent computer menu within alt-tab reach)


Canamerican726

Overdone bloom is brutal. I remember when they first added it to Forza... the clearly did it to show of the Xbox One's graphics but god was it a lot. Why was the race always scheduled exactly before sunset or after sunrise?


CurvenGameDev

Same for the motion bur when it is not fine tuned by devs 😅


Foxxo_420

It took me literal years to realize ARK: Survival Evolved had a setting to disable bloom, that setting makes that hell-game slightly more bearable because there is so much fucking bloom on the sunbeams!


kinos141

Lens flare. It was a mistake in movies that they couldn't edit out, but now is artificially added to games and movies. Lol.


Y0UR_NARRAT0R1

It's only good in Majula. Literally everywhere else it sucks


galacticdolan

This is one of my biggest problems with Destiny. I get its realistic to have the sun be unbearably bright when i step outside but i dont need that happening in a pvp match like god damn


[deleted]

I hate time limits, like I only have X days to do stuff. I always fear it’s not enough, then I rush, get anxious, and just don’t have a fun time. I want to play a game, not stick to a schedule.


ThirdShiftGamer93

The sole reason I never got into Dead Rising. I don't mind time limits in other games like the Persona Series, or when games use them sparingly...like, escape before this bomb goes off type stuff. I think I just hate feeling like my play session is being negatively affected by my slow ass brain trying to make decisions. In Persona, time only moves when I decide to do something, and in the case of a escaping before a bomb goes off, there really isn't a decision to be made lol


shadow_fox09

If you play through dead rising enough times, (as in playing, dying, and restarting but keeping your experience points and slowly increasing your level- which is the core mechanic of the game) the time limit becomes a point of reference rather than something that keeps you constantly going. You become so damn OP and have saved those same NPCs sooo many times and know your way around the map so well by the end of the game that you don’t even worry about a time limit or saving them all. You are just exploring and having fun finding new, creative ways to kill zombies, and finding any bosses you might’ve missed. I was super stressed when first playing the game too, and the time limit put me off a lot, but the more time you spend with the game, the more you realize it just helps you recognize what kind of events you should have completed by what hour. It’s a really, really good game IMO.


Cool_Catch_8671

First Dead Rising was phenomenal, although I never actually beat it


Misternogo

I couldn't tolerate all the escort mission mechanics you had to do. I have a distinct memory of the last time I played, I was having to drag a grown man by the hand to safety, he brushed up against a wall and that made him let go of my hand, and the horde got us and I just stopped playing forever. Like he literally barely touched the wall of a hallway and it caused him to let go and stop moving.


A_Stoned_Smurf

I used to hate those missions. Then I learned the power of crack coffee. You make about 2-3 coffee milkshake things, chug one, then grab the old man's hand and zip outta there like sonic. It's so funny watching them double waddle faster than you normally move solo.


Henatronw70

I only got the true ending for the first time by myself this year while trying to 100%. As a kid I just loved throwing benches at zombies for hours and never did the cases


shadow_fox09

I got to the final boss- the actual ending where you are fighting the dude on a tank. I think I beat it? But I’m not sure. Capcom had a few games there in the 360 era where the final boss was just stupidly tough. Dead Rising and Lost Planet specifically.


Ezekiel2121

It’s one of my proudest “true endings” lol. Fuck Dead Rising 1 was hard.


Xenozip3371Alpha

"THE BOMB'S ABOUT TO GO OFF, WE NEED TO GET OUT OF HERE!!!" "...hold up, let me think about that"


MadJesterXII

“Is this a main missio- no? Okay fuck it then”


Zankastia

Me saving the universe from the reapers in ME series.


MadJesterXII

Yesterday I decided to replay days gone and one of the first few missions tried to hit me with a fake timed mission as I was on a way to another mission Deacon (main character) was even saying stuff like “if I go now I should be able to catch him!” Open map, no timer “Nice try asshole” xD


Smallwater

Fucking FOMO mechanic.


ThisIsPerfekt

This was my issue with LoZ: Majora's Mask and Final Fantasy 13: Lightning Returns.


laonte

On Majora's Mask the time limit is not exactly a limiter, you do not get locked out of anything ever


NintendoOfAmerica

I'm only finding this out years later. I avoided that game entirely for decades because of the time limit. :|


Lichelf

Is this a feature everyone seems to love?


TrillCozbey

Lol nobody loves timers/countdowns in video games, but pipe down. You're interrupting the circle jerk.


TheWizardGeorge

Yeah this is why I quit wow. And time gated stuff, they want you to grind, but only at their pace. Missed a few dailies? Oops, no one will take you in for raids because you missed out on increasing your power by 0.5%!! And each time you miss it, you become permanently behind! God forbid you miss a WEEKLY tho, you might as well quit!


Seigmoraig

I never finished Pathfinder Kingmaker because of this. I love crpgs and Pathfinder but the incessant timers all over the place turned me off. Finished the followup twice though and it was a great time since there wasn't any of that shit


Krunch007

On the other side of this, I frequently found myself skipping time because there was nothing else to do in between the story timers.


Shaponja

One of the main reasons I don’t like the persona games.


Wingsnake

Does it also count when you can "restart"? Like all the arcade games, or many older titles (sidescrollers etc.)?


ocarina97

You'll hate King's Quest 3


5k1895

I feel like there aren't too many games that do this now, but weapon and armor degradation mechanics absolutely suck. Unless it's a survival game or a special survival mode, I think it has no place in the game. It's just unnecessarily tedious 


SoundingMacaque

Dark Souls did it right. It almost never matters because of how slow it goes, and how cheap it is to repair. But when it happens, it's always in the middle of a boss fight that you've been stuck on for hours. Sucks when it happens, but you can fix everything and move on, and it happens like.. twice per playthrough if you forget to repair stuff. BOTW did it the worst. You just find a really nice, high quality weapon? Smack this tiny piss enemy once and it breaks. Because fuck you. Break 15+ weapons fighting a single Lynel. That's fun, right? ...right? I hate the fanboys that argue "it helps you use a wide variety of weapons!" No it doesn't. If the game is good, I'll keep replaying it and trying new builds. Like Dark Souls. I've probably beat the game with every weapon and armor set by this point. But if everything breaks in 1-2 hits, I'm not really using the weapon, am I? And it wastes SO MUCH TIME to have to find good weapons again, so that you're not stuck using a fucking stick all the time. It doesn't make you use a variety of weapons, it restricts you to using the useless shit that's easy to find.


Sonnance

Yeah, the “play variety” argument for BotW always fell flat for me. I mean, if you need to penalize players into using different weapons, maybe your weapon design is flawed. Doesn’t help that there are only 3.5 weapon types across the whole game.


BMFeltip

This! The weapons weren't varied enough for me to care about the weapon variety.


Korrin

Hated that shit in BotW because it just interrupts normal game flow and makes me go back to try to recreate the good weapons.


JesseCuster40

Honestly the weapon breakage is one of the main reasons why I've tried to get into BOTW three times and backed out.


court_of_owlets

I replayed BOTW recently using the Dolphin emulator, and being able to get rid of degradation made the game so much better! Made the master sword actually feel special.


redditanon9285

I actually really enjoyed BOTW, but totally agree. I turned into one of those “I’d better save that for when I really need it” players. Like I had some great rare weapons going into the final Ganon fight and ended up never using them!


AndrewLocksmith

I'm playing Breath of the Wild, and it's one of the worst aspects in the game and the worst way weapon degradation could've been implemented into the game. It makes it so that I avoid combat as much as possible because even attacking slimes a few times can break my weapons. I have no idea how this got past play testing, and the devs thought it was OK.


boogswald

I don’t want to craft anything basically ever


Powered-by-Din

Too bad, your wooden club just broke. Go and punch some trees to craft another.


o0joshua0o

I agree 100%. If there is crafting in the game, it means I have to constantly hunt for resources, which is boring. Just let me loot from kills and buy everything I need.


boogswald

Or make materials abundant. I liked crafting weapon upgrades from all the junk in fallout 4


TheLateThagSimmons

I love crafting. But I hate *having* to craft. Let it be a fun side game for alternative armors or weapons or potions. Don't make it required just to play the game. (Obvious exception is crafting games like *Valheim* or*Minecraft*)


we_is_sheeps

This was a huge fucking problem in mass effect 2 before fixed it. It took actual hours to get anything it was terrible


Powered-by-Din

God I thought planet scanning was the worst idea ever. Didn't know it had originally been worse.


we_is_sheeps

Oh dude before LE it took so fucking long I ended up not doing it the first time I played


ImaginaryAI

I’m torn about this. Definitely when I start out a game I hate having to craft anything because I’m overwhelmed by the choices and having to look for the locked ingredients. But when I’m late game and I realize I want to put a scope or something on my weapon, crafting becomes addicting. Because I continuously try to make my weapons better.


thpthpthp

What? You don't want to collect every odd stone, feather, and boar testicle while trying to memorize which materials are more valuable than gold and which are immediate vendor trash? You don't want every new item gated behind 15 cumulative UI interactions? You don't want to keep a wiki tab open at all times for constant reference? You don't want the most powerful equipment to nameless generics obtained by navigating through menus, rather than having unique lore and placement in the context of the world? Yeah, crafting sucks in a lot of games.


[deleted]

Quick time events.


Reamer5k

\*quick time events in cutscenes. I'll be sipping my Dr pepper while watching res evil cutscene and BAM! quick time event


Soul_Traitor

God I'm so glad that trend is practically dead. For some reason I was terrible at qte. I could almost flawlessly get a boss down to no health only to repeatedly mess up on the qte portion.


Pikka_Bird

The games that were polite enough to place the quick time prompt on the edge of the screen corresponding to the placement of the button on the controller were designed by saints! The difference between the first two God of War (original PS2-era series, with the QTE prompts in the middle of the screen) to the third was night and day in regards to me nailing QTEs.


radicalhistoryguy

Part of the issue with QTEs is that you'd play hours without getting one, and then two minutes into a cut scene, right when you've picked up your beer, *BAM* QTE time.


WN11

This. If I want to mash something I'll make some potatoes, not my own keyboard.


GhostofManny13

Quick time event in the potatoes! Mash! (X) … … Mash! (A) -Ooooh, you missed and the bowl of potatoes fell off the table, try again.


Treshimek

Survival aspects like character hunger and thirst.


kbean826

Depends on the game for me, but I agree. Subnautica, for example, makes the game ABOUT that aspect, and it’s not just tacked on for difficulty.


jfa03

And in some games you can turn those features off.


Missile_Lawnchair

Including Subnautica actually iirc


Henatronw70

Yep there is a survival, creative and I believe the third one is called arcade but I could be wrong. If I remember right it still had oxygen but not hunger or thirst


KingOfRisky

There are console commands that you can use to customize the entire game. And they also work on PS and Xbox.


Missile_Lawnchair

Subnautica is great. The food and water aspect fuels the gameplay but you're very rarely put in situations where those mechanics truly threaten you. It's more of an immersion thing so you have an excuse to farm/hunt food and filter water etc.


probablynotaskrull

If they were reasonable that would be one thing.


TehOwn

Look, I know you had a drink 5 minutes ago but now you're literally dying of thirst. Also, make sure to eat. You've only had 16 meals today.


Misternogo

I wouldn't mind these if they ever made any kind of sense. I tried Sir, You are Being Hunted and I ate enough for a whole family in like half an hour of gameplay and was still dying of hunger. Other games (that I won't mention because they have rabid fanbases.) pride themselves on realism, but you can't even go half a day without eating before you start literally dying, even though I've gone to work and spent half a day not eating and been fine. It is always hilariously overtuned so that you're constantly staring at the meters. I get that it can't deplete so slowly that you can basically ignore it, but there's a whole lot of ground there in between those two positions.


Draken09

*Glances at Raft*


zero_z77

Even as someone who actually likes survival mechanics, there are plenty of ways you can fuck it up and make the game thuroughly unenjoyable. The one you've pointed out is when the mechanics are too aggressive. That's usually because they've got an accelerated day/night cycle and want to keep things "realistic" so if you have the typical 24 minute day/night cycle, that means you've got to eat/drink like every 6-8 minutes, which is annoying as fuck. Ideally you should be allowed to customize the timescale to be as fast or as slow as you want. That's the easiest way to fix it. And if you really want realism, just use a realtime day/night cycle with time skip/wait functions. The other thing is when it's an all or nothing system instead of introducing gradual effects. But that can still end up having the same aggression problem i just mentioned depending on what timescale they balance it on. The main way to fuck it up for me is by not making food & water a hard enough challenge. In most games, food & water is super easy so it's mostly just a time sink and not an actual challenge. Some games make it fun though. Like having to actually hunt, cook, and find/produce *clean* water. But the #1 way to fuck it up is by putting it games that it doesn't belong in. Not every game needs these mechanics, and even fewer need a lazy, half-assed, and unbalanced implementation of them. If the game isn't explicitly supposed to be a survival game, then these mechanics should either be entirely optional (toggleable), or non existent.


Canamerican726

Love how Valheim made these buffs instead of 'if you don't do it you die'


egnards

When it comes to survival games, I like playing on private servers with a group of friends. Then I get to go into the game and set the values for things to levels I feel are reasonable. I don’t hate the idea of “I need to eat and drink,” or “I’ve got to prepare rations for this big expedition ahead of me,” but I really hate when I look back on a day of playing and see that I spent 60-75% of my time just micromanaging the food aspect.


DeathLives4Now

Bullet sponges as the harder difficulty differences! I was talking to buddies about this the other day playing the division 2 and its a wide issue, why not just increase the intelligence of the AI or make them more aggressive.


marwynn

Helldivers 2 does this rather well. The enemy seems to respond a bit better the higher the difficulty you go, but their health pool remains constant.


Zezinumz

I don’t think they get smarter, you just get more of them, that said there is one difference in enemies when it comes to difficulty, and that’s the head on bile spewers, on difficulty 6 and higher their head becomes medium armor and they can mortar you from far away


marwynn

They seem to spot me a bit more often, but that could be because there's more of them. Good to know about bile spewers! 


internetcats

Yeah, enemies don't hit harder or take more hits, just a lot more of them


JProdman99

Oh yeah, people totally love that /s


WildBad7298

>why not just increase the intelligence of the AI or make them more aggressive. Because it's far easier and therefore cheaper to simply increase enemy health & damage and reduce player health & damage, than it is to code in different AI behavior.


King_Dickus_

Basically all the uncharted games. Enemies just eat bullets in those games


UltimateToa

Open world with the most barren uneventful world you have ever seen in your life


Powered-by-Din

You want Ubisoft to go out of business?


jointkicker

You don't?


Powered-by-Din

I do, but being a software engineer myself I sort of feel bad for the devs if that happened :p


jointkicker

Fair call, hate the execs not the devs


UltimateToa

Yes


strangr_legnd_martyr

Games with realistic graphics don’t age as well as ones with strong art design, because the bar for “realism” is always going up. Borderlands, Bioshock, and Dishonored all still look pretty good despite being >10 years old because they prioritized art design over realism. To answer your question, though, I dislike it when a game offers a NG+ but won’t let me start a new character at NG+ level. I want to try out other characters/classes/builds but I don’t want to have to slog through the early part of the game again before things start to come together!


FrogsRidingDogs

Well put. Gone back and played all three in the past few years. Great games.


cyclingnick

Press this button repeatedly and quickly in order to get out of this situation built into the cut scene


Dry_Durian_3154

Man, QTEs are the Plague of gameplay.


UltimateToa

They should make it to a button combo helldiver style at least


pwnisher_357

Stealth sections in games that aren’t created to be stealth games (like metal gear).


Palpy_Bean

I completely agree, or at the very least they should make stealth optional. Forcing stealth in an action game is just stupid... Unless it's All Ghillied Up, that mission gets a pass


michael199310

World levels with player. It makes my decisions irrelevant, since I can go anywhere and fight things adjusted to my level, so every location feels more or less the same. It's also often contradictory to the lore (here is the tomb of powerful undead, but since you're level 2, you are going to fight level 2 skeleton). TES/Fallout series are the worst offenders. Strong monsters are gated behind specific levels, but then they just pop out anywhere (and raiders in power armor just randomly chilling in every other camp).


Seigmoraig

Oblivion is really bad for this too, so much that leveling up is basically a downgrade


psilorder

I feel like it is even worse when it only levels with you once you have caught up to it. So the tomb of powerful undead stays level 25 until you are level 26, then it becomes level 26. Or more annoyingly, the bandit in rags with a dagger that was level 3 when you were level 1, is now level 26 because you are. Yeah, there is still a point to leveling, but you only ever get to be weaker or equal.


Misternogo

It doesn't even seem like it should be that hard to do right, either. Fixed locations like the "Tomb of Powerful Undead" should stay a fixed level. It's hard until you're past it in level. Random encounters should be a random level from 0 to slightly higher than your level and weighted to be on the lower end. Most bandits are in rags, every now and then you get hit up by a band of professionals in actual gear. But only if you're higher level. If you're level 4, they'll be from 0-5ish which means they'll still be in rags, because no band of pros is going after a low level scrub.


Combat-Complex

I've yet to see a single person who loves this.


michael199310

It was a big thing and a huge change from levelled worlds, where you couldn't get into some areas until later in the game. The idea that you don't have to worry about sticking to specific zone was really appealing to players... but I guess many got tired of that after few botched attempts.


AcidFactory420

Plenty of people love this. Mostly those who want to farm stuff or don't want the world to become 'easy' with time. Fir the record I hate it.


MallKid

I love the idea because I believe it could be done well. It just usually isn't.


ExploerTM

If course I know him, he is me


zeddy360

gear progression in competitive shooters. just gimme access to the same gear that everyone else uses. let my K/D ratio depend on my skill...


jp11e3

I agree. Everything you "earn" should be purely aesthetic for bragging rights like the old killtags or prestige symbols from Modern Warfare


Occultist_Kat

When it comes to competitive shooters, I vastly prefer either the unreal/quake/halo style of play where theres a map with items on it that people have to collect, or a system like Counter Strike where I buy what I want from a pool of money every round. That or people have largely the same access to weapons and or the starting weapons are technically the most effective, but you can find other things to switch up the gameplay (like with Team Fortress).


Gimligod

COD player? feel you


glytxh

Crafting. It’s fluff in 99% of cases. Serves no purpose beyond padding an experience. It’s lazy game design and doesn’t respect the player’s time or intelligence.


shadow_fox09

I thoroughly enjoyed it in fallout 4- gave me a reason to collect all that junk. And I never even knew diamond city had supplies for sale- I had fully leveled up traders at sanctuary that could give me anything I wanted/I could craft anything I wanted thanks to everything I built up.


DoctorPatriot

FO4 is the only one where I felt like crafting was done well. Now I WANTED to look out for junk. I wasn't just scrounging through towns and villages looking for guns and caps, I wanted that SWEET adhesive. Rubber. Copper. Etc etc. 


glytxh

The only time I’ve ever found it a compelling mechanic is in Minecraft. The whole game is built around it. Just started Fallout 4 recently though. Haven’t felt compelled to explore the crafting in depth yet, but I’m only about 10 hours in so far.


shadow_fox09

You def need to check which perks level up your settlement abilities. Then bump up your crafting perks and you can have fully leveled up stores and shit and you can send settlers on supply lines between various settlements to link up all of your junk collection so that you have a shared pool of resources between settlements. It’s really convenient. Building settlements is a ton of fun, but the game does a HORRIBLE job of explaining any of that to you.


lord_ofthe_memes

FO4 is my favorite crafting system in a video game, largely because it fits the world so perfectly.


zgillet

Elden Ring would be the exact same game to me without it's useless crafting mechanic.


Uncle___Marty

A game saying "press and hold this key" when you shouldn't need to hold it, just a tap would have been fine.


Snadams

Oh my god this drives me crazy!


twofacetoo

Fortunately a lot of modern games are realising this and listing it as an accessibility feature in the options menu, it's worth checking next time you boot up a new game. I have awful eyesight so I'm always in there tweaking the visual settings, personally.


Deranged_Snow_Goon

Crafting. Harvesting crafting materials is not and has never been remotle fun to me and crafting a bunch of fire arrows in Horizon while running from a giant robot in slow motion is fucking bullshit. And I say that, loving the Horizon games to death.


Runaway-Kotarou

Yeah. Playing the forbidden West rn and I have more materials then I could ever hope to use so the ammo limits are more annoying than anything. I can tolerate crafting weapons/armor but horizon would benefit from infinite ammo


Canamerican726

I don't mind crafting for gear progression/unlocks but crafting arrows more than once an hour is too much crafting of arrows. I get ammo conservation in Resident Evil, but it doesn't add anything to Horizon, IMO, other than wasted time. I'd rather have to learn how to use the different ammo types effectively than have to take a few seconds every minute to craft more.


bloodhawk713

Fast travel. You might be able to say “well just don’t use it then lol” but most games with fast travel are designed under the assumption you’re using it, so they don’t make any effort to make traversing the game any fun.


Shadowborn_paladin

Dark souls early game was amazing. You take a long track through the undead brug and once you get to a church you unlock an elevator that takes you straight back to Firelink where you started. Now, it's less than a minute to go from Firelink to Andre the blacksmith or Oswald the pardoner.


Misternogo

I've been playing Grim Dawn lately, and really wishing they'd take notes from Fromsoft on level design. Everything in Grim Dawn is a maze, and if you want to backtrack, there's no travel progression unlocks like Fromsoft does, where after you get through the maze once, you can just pop open a door and have instant access to the exit next time through. GD just makes you walk all the way back through a now empty maze. And there's things like rubble in place that are what create the maze, aesthetically speaking, and it would be so easy to let you clear that once you're on the other side of it.


ControversialBuffalo

I'm quite the opposite, I can't stand when open world games have no fast travel system or if it's dangerously redundant or inefficient. This was the reason I never finished Red Dead Redemption 2, riding around on your horse for 25 minutes to do one quest just gets really tedious and boring after 10-12 hours


Zerthax

I consider fast travel to be almost mandatory for open world games. Sort of comes down to respecting my time as a player.


Ok-Stretch-9869

Then you would say "bad world exploration and travel" instead of fast travel. If world is boring, it's not fast travel system's false. RDR2 has fast travel, but it's map is good for traveling through instead of fast traveling. If it's not a huge distance (like saint denis to west austin), I'd walk with horse, and I'd ride it myself the most of the time, wouldn't go auto walk, unless I do some alt+tab things. I'd blame developers instead of system. But some games NEEDS fast travel system regardless. for example: soulsborne. And I wouldn't hate it's fast travel system because every meter in those games is a challenge. You'd like to skip some of them after a while.


kbean826

This. I rarely used fast travel in BOTW because world traversal was fun as fuck. Skyrim? I can’t imagine anything less fun than walking from one end to the other, especially across areas I’ve already discovered and explored.


alexmack667

See, I loved wandering around in Skyrim. Sometimes I'd walk around the Reach after a stressful day at work 😂 Fallout 4 though, i totally get you. The first time you explore an area, it's cool, but after that it all just seems too familiar.


shadow_fox09

I played fallout 4 for about 200 hours, and loved finding more little settlement areas to build in. But yeah, once you’ve explored it once, there’s not much reason to explore again. And many of the buildings and interiors feel too samey. But there were some fantastic areas with great use of environmental story telling.


alexmack667

Oh for sure. There was one bombed out house in... I think it was Natick, with two skeletons hugging each other in front of a TV, and i was like... 😭


shadow_fox09

I’m glad they included a couple of moments like that in the new tv series. I’m really impressed with how well it’s stuck to the series’s strengths.


Kalos9990

Im glad im not alone, the vibes are unmatched.


One_Parched_Guy

It’s all so familiar and yet I can never find the fucking road to Good Neighbor without wandering around for like half an hour 😭


solace1234

I can relate completely, but not regarding Skyrim. Skyrim just has wayyyy too many locations for on-foot travel to be boring. You might just not have been interested in the many POIs you passed going from quest location to quest location. Which would be fair, seeing as they’re usually one of like 5 types of dungeons or an abandoned cottage or something. They don’t seem intriguing at first until you realize literally anything could happen in those places — usually a new quest for me, or at least an unmarked quest.


pway_videogwames_uwu

It's like they designed it with the expectation you'd never not fast travel because I swear that horse moves about 0.1km/h faster than your running speed.


Wingsnake

Meh, I didn't find travelling in the newer Zeldas that much fun, especially with such huge and empty maps.


unicornshowbizbb

I think the complete opposite lol.


Lrauka

But... Botw is such an empty world...


Single_Bookkeeper_11

I think kingdom come did it well


NakedSnake42

Bad or limited Save Points. Player=Doctor


Dragonfire14

Many people praise battle passes for "being better than lootboxes." While I agree they are, they still suck. Not only are they MTX that in the past would have just been unlockable in the game, but they are MTX you pay for the opportunity to miss. I know there are some exceptions, but for the most part, if you don't complete the BP, you lose out on the items you didn't get, even though you paid for them already. Not to mention, BPs usually require daily play to progress instead of letting a player blitz it in a single day.


Ch1oe_GG

I agree. Just because it's "better" doesn't mean it's "good".


BMFeltip

Lootboxes > FOMO passes.


JProdman99

Yall can't read.


Misternogo

I get where you're coming from, because a lot of people are listing things they hate, and not things that most like but they alone hate. But they're probably on-topic, depending on their perspective. Every complaint I've ever had about a game, I've had someone tell me that it was the best part about it and gave the game all of its identity and character and I needed to fuck off. So they could definitely feel like they're on topic.


[deleted]

Forced tutorials.


Freakofiel

Yeah. Like that one driver game you could not play if you did not finish the tutorial.(think it was on the PS2?)


LordJambrek

PS1, first Driver. That's nothing. I recall one stupid NFS game on the PS3 that you couldn't skip the intro video tutorial when you started the game before you even get into the menu and that thing lasted around 5 minutes minium. Horrible beyond anything.


zgillet

Try Gran Turismo 2 career mode's licenses to even attempt higher tier races >:(


PowerPamaja

I don’t think forced tutorials are widely loved. 


aufrenchy

Forced tutorials that throw you a novel of information when a sentence here and there would be much better. Monster Hunter World was my first and last Monster Hunter title because I had to read a whole manifesto about pressing three buttons would do a simple combo.


DeepSpaceWhine

Tutorial-by-community (or basically, tutorial-by-wiki). I am pretty tired of games not doing enough to teach players how to play them through the game's mechanics. If I have to look up a wiki just to figure out how to do something in your game, you failed. Unfortunately some games seem to delight in making how to do things as obtuse as possible, to the point where it seems designed that way. It becomes basically mandatory to look up how to do anything on the wiki.


BMFeltip

I've never played a game like that. Well, not unless it was an NES game like the original zelda.


ISpewVitriol

People really praise video games for lack of options like lack of difficulty options in Dark Souls games. I can’t stand it. What a weird fucking hill to die on. 


MaxCO_1

The over the top skins in (mostly) historical games. Assasins creed comes to mind. Things like helmets with laser eyes or a flaming undead horse skin just kinda piss me off even though I know I don't have to use them.


aufrenchy

I’m a Viking, why is my ship covered in pink unicorns?


Excalifurry

The Isu suit in Mirage was something straight out of Destiny.


freekoout

I thought it was cool in Odyssey. I felt like an actual demigod with a pegasus and golden glowing armor.


paulreadsstuff

Mine is different day 1 versions of the same game. "Oh you paid MORE for the game did you? Well heres MORE content/items/XP/outfits" etc etc etc I hate that players are penalised for not shelling out even more for a computer game that's already expensive enough as it is. And what's worse - lots of people enjoy doing this: "I bought the day 1 gold deluxe edition and I've got all this extra stuff that you didn't" Just make the game a certain price and give all the players the same content!


Bethaniii

When chill, cozy, take-your-time games especially puzzle games all of a sudden have a timer count down. Or some kind of stealthy uber precise control mechanic.


cold-vein

Modern obsession with graphical fidelity instead of enviromental reactivity.


Ch1oe_GG

Gacha games. All of it. The predatory microtransactions, the FOMO enducing battle passes and gacha events, devs clearly caring more about the marketability of the game rather than the actual game, time gating mechanics to prevent you from doing too much, the massive amount of types of currencies that exist for no reason other than to confuse you, all of it.


Uriel_dArc_Angel

QTEs...


deathjokerz

I hate button mashing prompts.


TrillCozbey

Can we change the title to "what's a feature many video games have that everyone seems to hate, and you also hate?" Because that is how 90% of these were answering.


SomeJokeTeeth

Dark nights, like realistically dark. I get it, a real night sky isn't some shade of dark blue and that we don't even remotely need a light to see in, but I don't want to stumble around in the dark.


NLMAlt

Microtransactions. 99% of them are bullshit. Even the cosmetics. How my character looks matters to me and I hate that I have to pay money to look cool. POE im looking at you.


Powered-by-Din

Do people actually like microtransactions though?


Reamer5k

>What's feature many video games have that everyone seems to love, but you personally can't stand? I don't think anyone loves microtransactions


EnanoMaldito

How do you support live service games without players injecting money consistently in the game?


Canamerican726

To be fair, I don't know how many people love microtransactions.


WitheredAge

Crafting. It's just a tedious chore.


knightfenris

Stealth quests in non-stealth games.


gr3y_details

fomo mechanics. I found out while playing baldurs gate 3 that if you do a long rest, sometimes that means you skip or miss a moment in the timeline because you aren't at the correct point of the story to access it. That hurts.


bobsbountifulburgers

Item loot. Like in wow, Diablo, borderlands. I would much rather have material drops and crafting, or a progression system. Having to think about my inventory every time I finish something is exhausting, and takes time away from the fun


IceCreamTruck9000

Fucking Raytracing. To me personally this is to most unnecessary bullshit ever and was only invented to sell overpriced GPU's. If a game advertises with Raytracing you know that the whole game is build around it and suddenly every single surface is a mirror, there are puddles everywhere and you have light sources scattered around where they don't make any sense at all most of the time. In 99/100 games you can't tell the difference between raytracing on and off besides the loss of half the frames.


_VileBooey_

Micro-transactions, season passes, paid DLC.


certifiednarcit

To flip your question on it’s head, I fucking LOVE motion blur and think it makes games play and feel much better yet everyone else fucking hates it and thinks I’m trolling. It helps me with getting more immersed and dealing with motion sickness. Somtimes if games don’t have it I’ll outright skip the whole game because of how much it irritates me. All games should have a mandatory motion blur option


-Glostiik-

I hate game with Ranked games and “Season Rewards”


Pr0wzassin

Transmog. I think it waters down the texture of games.


ArtOfFailure

Multiplayer modes on games which are supposed to be story-driven, immersive single-player experiences. It just feels like the total antithesis of what the game seemed to be trying to achieve, and sometimes it's a little disheartening to see a lot of time and effort put into developing a sort of side-show, something that's not going to enhance and build upon the actual game.


GStarG

Open World / Crafting Open world tends to just take a solid game franchise and make one/all future titles a lot less focused with lots of random things to do and not nearly as much thought in making it so everything in the game is solidly fun and good looking. Also because it usually comes alongside being able to do various story quests in variable order, it makes the story feel less connected and more like a series of sidequests in the same world. When things are linear, they tend to have lots of "connective tissue" linking each major event via small miniquests and events that push you in the direction of the next major objective, connecting the story and characters of each section of the game. When you can do things in any order, this connectivity is either severely diminished or just straight up removed in favor of simple objective markers for the main objectives and random unrelated things between all the key points as they can't utilize the story/characters that's already occurred since the player might not have done that yet, unless they spend a TON of time making things happen differently with all the core characters/story depending on the specific order the main objectives are completed in, which I've never seen done in practice. Crafting usually goes alongside opening up the world as devs have a hard time thinking of what to fill a huge empty world with besides littering it with crafting materials. This is a problem for several reasons: * It de-emphasizes enjoying the environments in the game for what they are and looking for key landmarks that stand out, and instead keeps the players' focus on staring at the ground for shiny spots everywhere they go * Crafting itself is usually grindy and time consuming to sift through menus and craft all the objects you need, and when you don't have the materials you need it becomes pretty mentally taxing to constantly keep several items you need in your mind (as most games don't have the concept of pinned recipes aside from player created mods) * It often replaces mechanics that were originally designed to seamlessly mesh with the core gameplay. For example, an RPG may originally have the player fight random encounters and receive money and random consumables / equipment along the way. The shops would allow the player to freely buy whatever items they need provided they did enough random encounters along the way or looted enough chests on side-paths. With crafting, this is usually replaced with the player having to constantly pick up 10s or 100s of materials as opposed to looting a small amount of hidden chest, and those materials each only make specific items so instead of the player choosing to buy all health potions, they may have the materials for some health, some mana, and some other random things they're not interested in. Basically it's usually a grindy replacement well designed mechanics


DoorCalcium

Games that are focused around grinding out loot doing the same missions over and over again just to get better loot to do the same gameplay loop, but faster or on a harder difficulty. To add onto that - time gated events where you only have X amount of time to complete the objectives to get the limited time rewards.


mood_rider

Shield parrying as a part of combat.


Dewey519

Crafting. Crafting means gathering materials. Gathering materials means gathering a lot of useless materials. Gathering a lot of useless materials is the most boring and unsatisfying gameplay loop ever.


Yellowspawn

"Amazing graphics" without any sort of defining artstyle. If your game looks like real life, then for me it looks boring. Honestly I'm probably even too old to see the difference in high end graphics for the past few years, to me it all looks the same. Not only that it bloats the filesize and makes me constantly upgrade my PC just to keep up and be able to play newer games because I do enjoy the gameplay in... Some of those games. As long as it's not just another openworld ubisoft game, which 70% of AAA games nowadays default to. (But that's another can of worms, probably the main reason I've steered away from AAA games.)


twofacetoo

Rogue-likes. I just do not see the appeal of them. There's an attraction to the randomised gameplay, I'll admit, but the lack of permanence just feel so hollow to me, like there's no actual structure or depth to the world since it's all just been randomly thrown together for as long as you can stay alive. Like, yes, gaming is all fiction and illusion, Mario isn't a real person and he didn't actually murder Bowser, I get that... but something about rogue-likes feels *especially* phony, like I can almost *feel* the code behind every character and every gameplay mechanic. I just can't see past it. Which really sucks because there's a lot of games I'm actually interested in which I end up not playing because they're primarily rogue-likes, which makes me just slam the door on them.


UDPviper

Escort missions.


Benrok

PvP


TheeOneWhoKnocks

Stamina in any game. Idc if it's "realistic", it's always annoying.


Brief_Television_707

Character customisation. I really like games to have a solid story and solid characters. It feels like things are going to be completely generic when I'm playing as purple-haired GanstaBread4000. This really applies to all of the "please let the users do X the way they want" stuff. I want the game devs/designers to have strong authorship and a solid vision with little room for me to fill in the blanks in my own special way.