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
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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
Escort missions and weapons breaking without a reasonably easy way to get/make more (glaring at you, Dead Island...)
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.
IMO it goes triply so for games with guns, if regular enemies can just shrug off bullets to the head I have difficulty enjoying it cause it just makes the weapons feel weak
The bit in the RPG when your character gets captured and you lose all your gear, and have to do the shitty stealth thing.
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...
Enemies becoming bullet sponges as a means of upping the difficulty. Nothing like the difficulty slider doubling as a tedium slider.
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.
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
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
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.
this was why I think breath of the wild was so cool, you had to make your own markers and just go to things you thought seemed interesting. It made it feel much more like you were actually exploring
QTE by far