this post was submitted on 10 Jun 2023
85 points (100.0% liked)

Gaming

31269 readers
207 users here now

From video gaming to card games and stuff in between, if it's gaming you can probably discuss it here!

Please Note: Gaming memes are permitted to be posted on Meme Mondays, but will otherwise be removed in an effort to allow other discussions to take place.

See also Gaming's sister community Tabletop Gaming.


This community's icon was made by Aaron Schneider, under the CC-BY-NC-SA 4.0 license.

founded 3 years ago
MODERATORS
 

The other thread about favorite mechanics is great, so let's also do the opposite: what are some of your most hated mechanics?

(page 4) 50 comments
sorted by: hot top controversial new old
[–] Bretzel@lemmy.world 2 points 2 years 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 2 years 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 2 points 2 years 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.

[–] BuboScandiacus@mander.xyz 1 points 2 years ago* (last edited 2 years ago)

Pokemon-style puzzles and crafting.

load more comments
view more: ‹ prev next ›