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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[–] Waker@lemmy.pt 4 points 1 year ago

Controversial opinion but I mostly hate crafting. I feel like it's a huge time sink just to make you waste time in the game. It's not content at all just mindless farming for no real reason.

There are games where the whole game revolves around it so you couldn't really remove it from those games. Minecraft is an example.

But I feel like every single game now has some kind of crafting mechanics. Mainly the F2P to get some kind of weird limitation that will either take you half a lifetime to accomplish or $5...

[–] zerkrazus@kbin.social 4 points 1 year 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.

[–] mavka@lemmy.world 3 points 1 year ago* (last edited 1 year ago)

Repeateable procedural quests. I feel like this explains it all.

[–] CynAq@kbin.social 3 points 1 year ago (1 children)

The bane of my existence in any pvp game is crowd control mechanics.

In general, I hate every player skill in pvp games which take away the opponent's ability to play.

[–] Katana314@lemmy.world 2 points 1 year ago

I don't mind area denial when it's based on damage, rather than stunning. The Demoman's sticky bombs are a good example, which also can be countered. The Spitter in L4D2 is area denial, and if the team absolutely wants they CAN just run straight through the acid pool to sacrifice health to get where they need to be.

[–] mtizim@beehaw.org 3 points 1 year ago (3 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.

[–] Lojcs@lemm.ee 3 points 1 year ago (1 children)

I think what sucks is platforming in 3D games that are not primarily platformers. I don't think it has anything to do with 3rd person perspective. If anything, 3rd pp makes it easier to see exactly where your character (and their feet) is and how they can jump.

A hat in time is a good platformer for instance

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[–] Luffy@beehaw.org 2 points 1 year ago

Yeah I think of Mario 3DS, which really blew me away.

[–] IcedCoffeeBitch@beehaw.org 2 points 1 year ago

Pretty much every 3d mario game has nailed it pretty well, Super Mario Galaxy and Oddysey being my favorites. Sonic is very hit and miss, but i've heard good things about Sonic Frontiers. Kirby and the forgotten land is also very good. I haven't played a hat in time but the gameplay looks phenomenal. The Crash Bandicoot series is also very decent.

[–] Bretzel@lemmy.world 3 points 1 year ago (1 children)

Those hints to success "difficult parts". Some games think their players are braindead. If you have some trouble or spend a bit too much time doing a quest or killing a boss, NPCs or game interface constantly yells at us hints to skip those "difficult" parts. Games are more and more aimed for dumb casuals. I'd rather have the satisfaction completing a challenge by myself. Lets not forgot that today's games are increasingly easier and shorter (and pricier) than before...

[–] nadiaraven@beehaw.org 2 points 1 year ago

I was playing TotK and today I finally figured out a hint that I'd puzzled over for hours. It felt very satisfying to finally get the answer without using a guide.

[–] idiotexe@lemmy.blahaj.zone 3 points 1 year ago

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.

[–] whoiscraig@aussie.zone 3 points 1 year ago

When you enter a level and the camera pans over every important thing in the level before you can move. I'm not an idiot. I can discover the level on my own. Stop holding my hand.

[–] x-ray@kbin.social 2 points 1 year ago

Games that require you to follow someone, and if you get too far behind, you have to restart.

[–] myk@beehaw.org 2 points 1 year ago

Any puzzly or exploring games that suddenly introduce a twitch response element. Having to successfully jump onto a sequence of 14 wildly gyrating levitating rocks to get to my next “thoughtfully re-arrange some tiles” challenge has caused me to leave so many games unfinished. Basically if I can’t deal with it by mashing every button at random, it ain’t gonna happen.

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