Time limits, hands down.
I’m playing through MMBN5 for the first time since I was a kid, and I remember why I dropped it so easily.
Fucking time limits.
The outright scams and marketting dark patterns.
Outside of this, I hate when you have levelled up a character immensely to the point where and errant sneeze could wipe out half a city, and then you flick a boss to defeat their lineage then lose in the cutscene.
I know the reasons why this is done, but I would vastly prefer shorter but more fleshed out game experiences.
A shorter story that is actually repayable naturally where you can do so many things and there are not cutscene losses.
Speaking of which, things like >!The Secret Ending!< in Cyberpunk could be so much better if they just didn’t fucking exist.
I don’t want to have to read some guide to know that a a piece of content I really value will exist.
Its not fun to me to have notable portions of a game cut out such that you have to be a wiki reader.
These combined would make a game with a more stress free experience where you can truly just experience the world and not be too fussed about if you stuffed up a certain ending tree etc.
Walls you can pass through that give no indication that it’s possible.
Crash 2 did this for a gem and it was disgusting.
Castlevania does it too, unforgivable.
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Auto you lose cutscenees
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Hidden story trees or finicky story trees so you have to meticulously follow guides lest you get a bad end or miss a secret ending
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Weapons that break.
No. Never. Stop doing it.
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Shotguns that only are effective up to 10 ft
What game actually has shotguns act like real shotguns???
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Loading screen ass tunnels or hallways or elevators.
We live in 2025. Evryone has Ssds and there are many ways to load as a player advances. Stop doing this 1990s shit.
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Timers.
Just never find them fun
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Forced heavy backtracking.
I’m not having fun, you’re just wasting my time. Fuck you.
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Unrelated puzzle mini games
Please stop adding worthless busy work into games. One of the first mods I added to Cyberpunk was just to remove the stupid breach protocol. It’s not that its hard, it’s not. It’s just time wasting and annoying. Dispatch is another game with these for no reason. Fallout, Bioshock, fucking so many games have this shit.
Either I have the level to pick the fucking lock or I don’t. I don’t want to play some half assed unrealistic lockpicking sim for the equivalent of an hour by the time the game is done. It’s like making you have to take each step for you’re character or breathe. Not the point.
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Obviously all mtxs, goes without saying and marketting dark patterns like everything here.
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Nerfing “”“OP”“” things in single player power fantasy games.
Are you high? That’s the fucking point!
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Chance based loot.
Just no. I don’t want to reload a dozen times to get the thing I want. It arguably exists in the world and I should just be able to go find it.
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Loot.
Stop spreading this shit around making me have to waste time everywhere I go in order to be remotely optimally equipped.
Just say no to loot.
Healing should be 9n a cool down and have upgrades availible like in cyberpunk, Ammunition should be on enemies, cooldown or purchased
Weapons if loot able should be placed identically with no luck elements, or in exactly the stores they should be in.
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Microtransactions
I’ll mention God of War and its final battle. You spend the entire game building skill with one set of weapons, then the end of the game pushes a brand new set of moves on you. I never did finish the game because of that BS.
Europa Universalis 4 forced historical events while also advertising it as a sandbox. For example: no matter how stable you are as netherlands. As soon as you end your golden age your country will go into a civil war that if you have collonies you can barely get out of. Because “well it was in history like that”
Not really the worst, but my hot take of something I don’t like: puzzles rather than problems. By that I mean puzzles have one correct solution and everything else is wrong and doesn’t work, while with a problem you’re given some tools and an obstacle and just let loose. It’s so much more satisfying to find your own solution that it is to reach the end and realize you were being sneakily handheld through it to make sure you found the only possible way through. I’ve done a few good problems where I reach the end, then immediately reload the save from before and try some different routes just to see if it works.
Puzzles do have their place though, especially in tutorials.
I’m with you except the last sentence.
Tutd should just be direct and move out of your way.
Back onto your main point, one of the things I really like Cyberpunk for was the ability to do so many missions in so many different ways.
Like for the same mission you might just drive by as a netrunner, hack the thing, and keep driving like nothing happened. Or as a Sandevestan user you might slow down time, run past everyone, get thing and leave. Or as a … You get the point.
There are, for any given mission usually like 5 obvious ways you can think of to get it done and the game won’t slap you for it.
On the other hand, the breach protocol in the game sucks so much. They should just remove it.
By the time you’re done the game, you’ll have played that boring, unfun, tedious, not even challenging bs for collectively like an hour.
On my second play through its the first thing I modded out.
Fuck things in games that purely waste your time.
Microtransactions - the answer always has been and always will be microtransactions.
Truly.
For multiplayer games, I would rather subscribe to updates than have mtxs in any capacity.
Of course they never offer this though because the mtxs combined with dark patterns work better.
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Stealth challenges on games that don’t have stealth as a regular mechanic
Anything that makes you follow an npc that doesn’t match speed with the fucking player
Underwater swimming on a game that wasn’t built around it. Every single time it’s a frustrating battle with poor camera angles and imprecise controls.
Oh I’m above the thing I need to collect but slightly out of grabbing range, all I need to do is go straight down… And now I’m 20ft away.
I have a dislike for cutscenes. Often during gameplay, suddenly you lost control, often behavior is inconsistent, and you have to wait to be able to continue to play.
The half-life series shows how it can be done without. Story without losing control. Characters do their scripted behavior within the context of the world.
Something that hasn’t been mentioned: difficulty variations that only change stat penalty. These get really annoying for people who enjoy challenging gameplay…
Case in point, unmodded Skyrim’s legendary difficulty where the only difference is that you do 0.25x damage and take 300% damage. Instead of providing challenging gameplay that forces you to use gaming skills or think, it just makes the game more annoying to play & limits player build options (stealth is mandatory as any other playstyle deals no damage and results in you getting kill-animation’d…)
Atomfall was so good for its difficulty settings menu. They gave you soo many options. You could really tweak out a lot of parts you didn’t like in the game but make the difficulty whatever you wanted it to be.
Skyrim and Oblivion difficulty is very stupid. If you change difficulty after playing a character for 100hr it isn’t so bad, but if you want to start out on the hardest difficulty, I’d say it’s actually impossible to play unless you have some kind of cheese tactic. Shooting a barbarian for like 1/100th of their health bar? And they one-shot you? What the hell kind of design is this?
I’m speaking from experience, I have tried… To give them some benefit of the doubt, designing a good difficulty variation is difficult (pun not intended), even games like the original Hades which has a very extensive difficulty modification system still gets flack for it
Is that really the worst game mechanic, or just something you wanted to say to fit in with others?
For me it probably is. I do not like many of the live-service game mechanics (limited stamina, gambling, microtransactions) but at least I get why; the one I mentioned just feels lazy and would make otherwise good games feel unplayable
Yes.
Agreed. Everyone should take notes on how jedi: fallen order did difficulty. Sure, it did a bit of simple stat adjusting, but it also did things like increasing enemy aggression
The borderland series is the worst for this. Boss fights just mean you have to continuously shoot the enemy for 10-15 mins.
How about the release broken game then finish the game way after release… if you’re lucky mechanic?
Gamers and investors both incentivize this unfortunately and apparently regulators are cool with straight up fraud too.
Ill never forgive no man’s sky, no matter how much they fixed it after.
They were openly fraudulent and got away with it.
When someone dies in Mario multiplayer there’s a short pause in the gameplay. It really fucks up everyone else’s timing.





