What are some things that just get under your skin about games?

For me, it’s games that do not allow controller rebinding. I have neuropathy and my fingers don’t all work. If I can’t rebind buttons so that I have necessary moves (for example: parry) be on buttons I can reliably press the entire game becomes unplayable.

And on console, where I can’t refund a game after I downloaded it (fuck you Sony) then it really screws me over wasting what limited funds I have on games I just can’t play.

  • jjjalljs@ttrpg.network
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    4 hours ago

    Any time I realize the optimal path is really boring or tedious.

    Like, imagine you could sell junk to vendors for money, but for some reason you get more money if you sell them one at a time. Spending five minutes splitting inventory stacks sucks, but it’s 30% more gold and that’s the difference between the cool sword or the basic sword.

    A made up example, but hopefully gets the point across.

    Related: long travel times with nothing interesting or challenging happening. I remember playing some shitty MMO and you had to like run through a building, go up an elevator, and down a long hallway every time you wanted to learn skills. Just five minutes of nothing. Gotta juice those playtime stats, I guess.

    It’s different if there’s stuff to do en route. Monsters to fight or whatever. But when it’s just jogging? Very disappointing.

  • EuroNutellaMan@lemmy.world
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    6 hours ago

    Cutscenes that can’t be paused, especially if they’re longer than 10 seconds.

    Do you have the slightest idea how frustrating it is to be mid-cutscene, something else requires my attention, and I cannot fucking pause it? Singlehandedly my biggest gripe with gaming.

    • Tigeroovy@lemmy.ca
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      4 hours ago

      Yeah, when the start button instead just skips the cutscene with no additional prompt? Extremely annoying!

    • ArxCyberwolf@lemmy.ca
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      5 hours ago

      Same with unskippable cutscenes, especially before a difficult boss. It’s no fun to have to sit through it over and over if I’m struggling with said boss, or have to sit through a cutscene I’ve seen several times in previous playthroughs. This also applies to the game’s credits.

    • kieron115@startrek.website
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      5 hours ago

      I’m always afraid to test ESC during a cutscene because I’ve been burned by games that auto skip cutscenes when you hit ESC. Who does that.

  • Don_alForno@feddit.org
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    6 hours ago

    Anything that needlessly makes me repeat content I already beat or similarly wastes my time. Some examples are:

    Fixed save points in general.

    Unskippable cutscenes between the last fixed save point and the boss fight.

    No autosave or fixed save point after a boss fight.

    Preventing me from backtracking after I stumbled into a cut scene and/or boss fight because it wasn’t obvious which path led to a point of no return.

    Oh, and no Play Station style controller glyphs. Come on, it’s an additional set of images, now hard can it be to implement?

    • FooBarrington@lemmy.world
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      2 hours ago

      Fixed save points in general.

      To be fair, non-fixed savepoints introduce a bunch of additional work, especially on the gameplay design and testing sides, and for some games that work is better invested into other aspects of the game.

      But if savepoints are fixed, they have to be frequent enough to not become an issue.

  • termaxima@slrpnk.net
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    9 hours ago

    Games you can’t pause. I love Dark Souls, but PLEASE give me a real pause button !

    I’m okay with the inventory not pausing, that’s part of the game design. I’m not okay with the fact I can’t pause at all, so if my neighbour rings for their spare key when I’m fighting Kalameet I just have to die 🤷🏻‍♀ (true story btw)

  • termaxima@slrpnk.net
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    9 hours ago

    Every game has controller remapping with Steam ! But the on-screen hints might get mighty confusing 😅

  • CaptPretentious@lemmy.world
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    16 hours ago

    Alright, I’ll limit it to just pet peeves.

    Tutorial sections that just suck. Some don’t explain enough, others treat you like you’ve never played a game in your life. Or, when they interrupt you to explain a mechanic in great detail, but it’s too much of an info dump, and you’re just left wondering wtf they just said. One game that I really liked how they did it was BG3. There’s a tutorial, but you can also turn it off on future runs. Worst tutorial I think I’ve ever seen was Xenoblade 2.

    Games (and really any consumable media) that just don’t know when to end. There are very few games I’ve completed, mostly because I get bored. The game overstayed it’s welcome and I’m done. The grind isn’t worth the final boss fight or whatever is at the end. Generally, it’s because games (especially RPGs) think grinding is a “fun” mechanic when it’s more of an imbalanced game. Take, for example, Expedition 33, not once in that game do you need to run around grinding levels. You can successfully go through the entire game, only going to each stage once. Fucking fantastic. But then you have games that just went too far with things. Some games, like Skyrim, CP2077, (especially) Hogwarts Legacy, I only know the ending to those games because other people beat them. Ex33 I got 52/55 achievements (just need to win the gestral games and find whatever record I missed). I beat that game entirely in 74 hours. My first run of BG3 (53/54 achievements, only missing the bard one, because I think it’s boring), first playthrough was maybe 120 hours (currently over 700 due to multiple playthroughs). Skyrim… 146 hours… 27/75 achievements. CP2077, 133 hours, 18/57 achievements. Hogwarts sits at 50 hours with 19/45 achievements (that game should be a 20-hour game at most).

    Games that don’t really respect your time. This one, Nintendo does a lot. Actually perfect example is Breath of the Wild. It’s a giant fuck off world that’s mostly empty, peppered largely with the same enemies throughout the whole thing. You have a weapon mechanic that encourages you NOT to fight (just get some good weapons and head off to exactly where you need to go). The cooking is bullshit, no recipe book, no making a bunch of something, a stupid cutscene every time. And the entire poop joke… like getting 20 for a poop joke would already be too much, but collecting 900 with (IIRC) no fucking way to track them… Or the fact that the way Nintendo expects you to get arrows is to grind out rupees to buy them. And the exploits used to get arrows or rupees quickly, in a single player game, they actively tried to patch out. That’s just one game, Nintendo does this on SO MANY GAMES, which actually pushed me to “fuck Nintendo” and I didn’t buy and won’t buy a Switch 2.

    Some games are combos of these. One game I really like, but I always hit a wall is Satisfactory. Once I get to trains/aluminum, it’s just not fun anymore for me. I work 40-80 hours a week (sometimes I work 5x12s and 8ish hours Sat/Sun)(only sometimes, usually closer to 50 hours a week)… so all the extra planning and time to making a factory… like I just don’t have the fucking time. Same thing with Dune Awakening. The first zone was the best. Getting your first Orni wasn’t too bad, but it was already starting to push it. Having to fucking pay taxes in a game… Oddly, it was about the time I was farming up aluminum, I quit that game too. Maybe I have a pet peeve with aluminum in video games…

    • ilinamorato@lemmy.world
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      2 hours ago

      Tutorial sections that just suck. Some don’t explain enough, others treat you like you’ve never played a game in your life. Or, when they interrupt you to explain a mechanic in great detail, but it’s too much of an info dump, and you’re just left wondering wtf they just said.

      The ones I hate the most are the ones that meticulously teach you “press A to jump!” (Cool thanks, yeah, I’ve been playing video games since Super Mario Bros, I’m pretty good on the basics) but then you get out of the tutorial and play for an hour or two and realize that you’ve never once had to jump, but that complicated combo that they didn’t even allude to in the tutorial is for some reason the core game mechanic.

    • Doc_Crankenstein@slrpnk.netOP
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      16 hours ago

      Games (and really any consumable media) that just don’t know when to end.

      Watched a gameranx video the other day about this. It’s the lack of closure. Players need that catharsis and pay off for all their efforts or else it inevitably starts to feel pointless rather than fun.

      Even MMO’s had a closure for their main story arcs and you played the end game content. The new Live Service model though doesn’t like that cause it means they can’t milk it for eternity. They’d have to keep making new stories and actual game content but that is time consuming and meticulous for creative industries. You can’t pump it out like you can cosmetics and battle passes.

      It’s honestly a huge issue in the industry. The gameranx video goes much deeper into the topic.

      Edit: I should have finished reading before I posted this. Now I look dumb for jumping the gun

      • CaptPretentious@lemmy.world
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        9 hours ago

        Actually, what you said unlocked a memory. Though I don’t know if it falls in line with the Gameranx video (I’ll have to go watch that) or your sentiment. But the ‘Players need that catharsis and pay off for all their efforts or else it inevitably starts to feel pointless rather than fun.’ immediately made me think of the first Shadow of Mordor game. It was a great game, undone by a QTE final boss.

        But yeah, so many of these games just don’t go anywhere. To your point, the live service games. It’s not 100% with what I intended, but I feel it ends up in the same area… I’m spending all these hours… what am I accomplishing? What’s the point of all of this? It’s just endless padding with endless travel time, side quests, and anything that requires you to wait real time for the quest to progress. Dailies in WoW, were my WoW killer. Some people saw it as “easy gold”; I saw it as non-content meant to drive daily engagement but not actually accomplish anything in the game. It’s all just padding for extra “engagement” or to make a game seem bigger than it is (or should be).

        I’ll break down some of the issues I had with the games I listed for better context. And I’ll front this with, I know you don’t have to do side missions. It’s more like, you realise instead of giving you a tight, compact story that’s well crafted, they spent too much time padding it out so it appears to be a bigger game. CP2077, the main story is absolutely dwarfed by all the side content. The main quest line is like… ~35 missions? There are like 70+ “gigs” and the same for “side missions”. The main story is the thing you do the least. With missing mechanics, I can’t help but think it would have been more interesting if it were done in a more linear fashion like Deus Ex Human Revolution. Instead of a giant city that’s mostly empty boxes (the buildings aren’t buildings) and padded out with side quests. Skyrim, the thing that killed it for me, was just how pathetically easy it was to become the leader of the various groups/factions. It felt so unearned. I can only take being handed “wins” left and right because I’m the fucking chosen one… before it’s just dull. It was Medieval Idiocracy. I could have just started learning spells and they’re ready to give me the college because I’m the smartest person they’ve ever seen. Brawndo, it’s what Dragonborns crave. And Hogwarts, walking around the castle, was the best part. It felt magical and alive. Some of the puzzles were fun. But the classes were boring tutorial sections, and the main thing you do in the game is LEAVE Hogwarts to go do unspeakable things in non-descript burrows and dungeons scattered all over the place. That game has 15 main quests, 21 side quests. 95 Merlin Trials…

        The tl;dr: An easy way to look at it, CP2077, Hogwarts, and Expedition 33 have similar playtime for just the main quest (per howlongtobeat.com, ~26-28 hours). But how it feels to play the game is drastically different. One had a story to tell and a point to get to, and it does that. The others made a world with a whole bunch of other stuff to do.

  • Devial@discuss.online
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    19 hours ago

    Games that don’t allow you to pause and skip cutscenes.

    I don’t want to have to miss half of the cutscenes just because someone interrupted me or the phone rang or something half way through. Alternatively, when I’m on my 23rd replay of a game, I do not want to have to sit through every cutscenes I already know by heart.

    Oh, and modern games that allow manual saving at any time, not having any kind of regular auto save (looking at you here BG3).

    If you’re fine from a gameplay pov with having the player save whenever, then there’s really no good reason whatsoever to not have one or two auto save slots that get saved every 10-20 minutes or so, at least as an option in the menu. ESPECIALLY in open world games (like BG3…) where you can easily go literal hours at a time without hitting a checkpoint save. And yes, I am still salty over learning about BG3’s lack of regular auto save when I lost like 2.5 hours of progress on my first run.

    • demonsword@lemmy.world
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      10 minutes ago

      Games that don’t allow you to pause and skip cutscenes.

      This is the main reason I cannot replay Valkyrie Profile

    • Soggy@lemmy.world
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      8 hours ago

      I do not want to have to sit through every cutscenes I already know by heart.

      Forget it, there’s no way you’re taking Kairi’s heart!

  • Nailbar@sopuli.xyz
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    1 day ago

    Unrealistic loot.

    Like when you kill a wolf and get shotgun shells as loot.

    But also more subtle stuff like enemies in a remote place that don’t carry or have any kind of food and drink with them.

    And when the enemy is clearly carrying a weapon, but it’s not lootable and you get some random stuff instead.

    • IngeniousRocks (They/She) @lemmy.dbzer0.com
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      23 hours ago

      I think shotgun slugs would be good loot from a werewolf, but they should be a junk item or a crafting item to combine with gunpowder and casings to make new ammo, not ready to use shells that’s just silly why does a werewolf have those?

  • BurgerBaron@piefed.social
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    19 hours ago

    Live service games that start getting long in the tooth adding too much content.

    There’s plenty to hate on with Dead by Daylight, but I was at one point pretty good at it both killer and survivor. Eventually I started to feel there were too many perks and characters to keep track of and I lost interest.

    I felt the same about Team Fortress 2 when they started adding new weapons. That’s probably not a popular opinion but the initial updates tying weapon unlocks to achievements really soured me on the game, permanently. I stopped playing.

  • thatradomguy@lemmy.world
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    22 hours ago

    If the game supports voice chat in-game, then it is not ok to play background music while talking in-game. Just mute yourself and don’t make us listen. It’s the same as people walking around neighborhood and blasting their music from their phone as if they’re the only ones with ears.

  • Michael@slrpnk.net
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    18 hours ago

    I’m left-handed. Key rebinding has gotten better in some ways throughout the evolution of gaming, but it has recently regressed in the past few years.

    I make custom layouts for every game I play. IJKL to move, Semicolon to sprint, Quote to crouch, M to interact, etc. I find many games where “I” is hard-bound to inventory, some bindings overlap keys I’ve bound with no way of fixing without going outside the game, some keys are unable to rebound entirely in-game, some keybindings menus require jank to actually work, some keybindings menus completely glitch out as I change entries, some games require .ini edits, some keys seem like they are working fine rebound, but completely bug out in unique ways, some games allow keys to be bound with modifiers (e.g. Shift + Mouse Button) and some don’t, and so forth.

    It’s very frustrating. I can only imagine what people with physical disabilities and assistive devices deal with if it’s this hard for me. I’ve tried using my right-hand for my mouse and WASD, but I get way too much pain doing so - even if I could properly learn to use a computer and game that way. I can’t use WASD and my left-hand on the mouse as it is incredibly painful.

    I just have to imagine this is all the case because QA is nonexistent and developers are overworked.

    • Coriza@lemmy.world
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      2 hours ago

      When the game let’s you rebind some but not all keys it is like spraying lemon on the wound, at least when no key is refundable you can guess they could not be arsed to do it, but when they just do a shitty job on it is like it was almost there, why not do it right?

      • Michael@slrpnk.net
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        1 hour ago

        Yeah, really. Like a lot of games refuse to let me bind:

        1 through 0 [ ] ; ' , . / \ Backspace Enter

        Like c’mon. I need those keys to be modifiable. It feels like laziness and is sometimes the result of a console-focused development cycle (with PC as an afterthought). They add all the major keys, but those special characters?

        Nah.

    • chunes@lemmy.world
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      21 hours ago

      I can only imagine what people with physical disabilities and assistive devices deal with if it’s this hard for me.

      I learned AutoHotkey and I genuinely couldn’t play many of the games I do without it.

      • Michael@slrpnk.net
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        20 hours ago

        Same, but I left Windows. On Linux/Wayland, it’s a bit more difficult and less powerful with current tools. AHK can’t be beat right now over here.

  • missingno@fedia.io
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    1 day ago

    Points of no return and anything else that’s permanently missable. No, I am not doing a second playthrough of a 100 hour JRPG.

    • mic_check_one_two@lemmy.dbzer0.com
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      22 hours ago

      Especially when there is some kind of “open every treasure chest” type of achievement, with one or two things locked out. So if you miss them in your initial playthrough, you’re completely locked out of that achievement until you replay it from the beginning.

      • groet@feddit.org
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        6 hours ago

        Skyrim has a collectible item that is found in a main story area that is only accessible once. Its a very early mission and in one of the last thief’s guild quests they will tell you to get that item. That might be 200h after you did that main quest …

        Good thing modding exists

    • MrFinnbean@lemmy.world
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      1 day ago

      It really depends of the implementation for me.

      I completelly understand that if you take a mission where you kill a merchant, you loose the option to purchace from them or miss their questline etc. Its a story point where your acts changed the world.

      But if you miss some unique loot item from dungeon you can go trough only once, because, it was too well hidden or it was behind some convoluted puzzle that you missed, im pissed.

    • Katana314@lemmy.world
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      1 day ago

      Trails in the Sky has some interesting logic behind this where the gameplay serves the story.

      You’ll do some quests for people who actually end up being evil later in the plot. There’s also party members who temporarily join you while they have time off from their other job - then as the story progresses, their “lunch break is over” and they go back to their life. So, if you try to save content for later, it won’t be there anymore.

      Those little things end up putting more focus on what is accessible at a given moment, so a level 60 player isn’t going back to the starting area to wrap up quests he doesn’t care about for completion.

  • AstroLightz@lemmy.world
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    22 hours ago

    Currently, I’m replaying The Witcher 3, and the main annoyance I’m having right now is not being able to pause during timed choices (and timed choice are a whole other problem in games too).

    You can pause during non-time-sensitive dialog choices, but not during timed ones. I don’t know why they specifically deny pausing for those. Maybe to prevent people from pausing and thinking it out? But, some of these times sensitive choices greatly effect the story. I want to be able to think about these choices when they effect the story.

    • Devial@discuss.online
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      19 hours ago

      I mean that is kinda exactly what the developers want to provoke with timed dialogue choices. Timed dialogue choices are a game design mechanic to try and get a player to answer on instinct/gut feeling, rather than over analysing and trying to optimise the dialogue.

      You not getting to think about it long is very much the intended effect, and allowing a pause would entirely defeat it.

      There are of course definite accessibility concerns that should be considered and worked around, such as people with dyslexia who may not be able to properly parse the dialogue options before the timer runs out, but as a game mechanic I think forcing the player to pick on instinct definitely has merit. It helps make the game more immersive, because it puts you under the same pressure to react as your character is in the story right now, and it can lead to more interesting and ultimately enjoyable games by forcing players to potentially make a mistake, and having to find out a way to deal with the fallout.

    • Doc_Crankenstein@slrpnk.netOP
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      21 hours ago

      Timed choices have their place in games as a valid storytelling mechanism but please not in my open-world, RPG, fantasy hack-n-slasher.

      Like if I’m playing a role I need to think about my choice and make sure it fits the character I’m trying to play. I’m not playing myself so my knee-jerk choice might not be the same as what I’m trying to experience.