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Topic: Game mechanics you despise

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AceDefective

So all this talk Mario Kart 8 item wonkiness got me thinking of terrible game mechanics. What are some mechanics you hate?
For example: I despise the control system for Sonic and the Secert Rings. It's soo finicky and unpercise I can barely control Sonic. It's so bad that I can't even force myself to finish the game.

Edited on by AceDefective

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8BitSamurai

Real-time menus. When I open a menu, I want to take my time and take it through. But no, some games just want me to rush through them. It doesn't need to be realistic, it's a game. And I'm a fast reader, I feel really bad for anybody who isn't!

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CanisWolfred

8BitSamurai wrote:

Real-time menus. When I open a menu, I want to take my time and take it through. But no, some games just want me to rush through them. It doesn't need to be realistic, it's a game. And I'm a fast reader, I feel really bad for anybody who isn't!

I agree that's pretty bad. I still hold forced tutorials as the worst aspect of modern gaming, but that's an aspect across the ages that annoys the crap out of me.

Edited on by CanisWolfred

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Red_XIII

Note collecting; eg slender man; gone home. It just seems outdated and bland.
Controversial; I like QTE's when done right.

Red_XIII

unrandomsam

Tutorials of all types.
Cutscenes that don't use the game engine.
Pay to win (Especially stuff like pre order XP bonuses or Upgrades).
Grind to win (Especially online there is no point in playing if one person is at the default level and another is at the maximum. Even in something like Mario Tennis Open there is no point at all in playing a Star Player against a Default one).
Touchscreen Special Moves in Fighting games. (I can win against those people nearly all the time but doing so involves me not playing it properly either (Even though I don't use them))
Online games where after a certain point luck is the main factor.

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Yoshi

Forced or pointless tutorials.
Pay to win.

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SkywardLink98

Long, pointless tutorials. I'm a sink or swim kinda guy, and while that means there are a few games I've drowned in, I prefer a quick tutorial that won't be annoying in the second playthrough.
Escort mission.
Fetch quests.

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Kaze_Memaryu

I really hate redundant and repeating QTE's, they just pull the pacing out of a game.
An unusual dislike of mine is anything luck-based, with an exception for drop rates. But I find it terrible when the game takes control away from you and adds random factors and numbers instead, practically eliminating all luck-based benefits from having much tactical presence. Either tie them to explicit conditions, or leave them out!
And one other thing I'll probably never accept as a 'good' mechanic is assistance AI's. That includes annoying companions (Navi, Phi - shut up, I'll ask you when I need to!), targeting help(Call of Duty GHOSTS - yay, now we can all brag about abilities we don't really have!), constant objective reminders (kinda having a blackout on that one...), and also AI-controlled gameplay sections (Super Mario Galaxy 2 - learn to play or live to fail!).

Edited on by Kaze_Memaryu

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mamp

making decisions in games because they really don't affect the game at all and worse is that you only get 2 choices and it's always between good and evil.

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Ralizah

Escort missions. Few things are as infuriating as some stupid A.I. You have to protect that runs headlong toward the enemy.

Also, as others have said, unskippable tutorials.

Edited on by Ralizah

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kkslider5552000

Unskippable tutorials is definitely high up on that list, especially nowadays

I think one I really hate is required backtracking in otherwise fairly linear games. This nearly killed Paper Mario 2 for me, and several other games for that matter. Anything that feels like a waste of time even for a video game is pretty bad tbh.

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Yoshi

kkslider5552000 wrote:

Unskippable tutorials is definitely high up on that list, especially nowadays

I think one I really hate is required backtracking in otherwise fairly linear games. This nearly killed Paper Mario 2 for me, and several other games for that matter. Anything that feels like a waste of time even for a video game is pretty bad tbh.

The backtracking for General White in TTYD was both unnecessary and infuriating.

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CanisWolfred

Swiket wrote:

Forced stealth sequences - game over if you're spotted.

I knew I was forgetting an important one! I can't stand that. Stealth gameplay? Fine. Optional Stealth gameplay in an action game? Fine. Forced stealth sections in a non-stealth game where you're instantly screwed every time you're spotted? WTF man. It's not a deal breaker (Arkham Asylum does it, for instance, and I still like the game overall) but it really annoys me and can seriously impede my progress...

Edited on by CanisWolfred

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MrGameluvr

Any kind of escort mission. I hate these because the person you are supposed to protect always has the worst AI. "Oh, am I being shot at? I better run and cower out in the open where everyone can shoot me!" The only time I tolerated this was in Resident Evil 4 because you could tell Ashley to stay or follow and even hide her in containers.

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Gamecubed

Quick time events during cut scenes! If I'm sitting through a cut scene I always feel like I'm just watching a short movie or something, so I tend to switch my focus into a movie-watching one and not a gaming one. But when randomly something happens and it's "QUICK! Tap X rapidly!", that cheeses me off.

Grinding for XP for long periods of time. Especially when you're waaaaaaaay underpowered compared to a boss and you just sit and work away at getting XP for over an hour. Sucks.

Crappy, poorly made and forced stealth missions where you get caught every time you try to do something. Or when the enemies notice dead bodies/unconscious people on the floor and the game won't let you move the bodies, and then you get caught.

Long tutorials (especially when you're familiar with the series).

Escort missions where you have to keep X person safe on their way to Y destination. And the AI on X person sucks and they go looking to get themselves killed.

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lamco

Real time menu selections in turned-based rpgs. Especially when theres a lot of items to navigate through.
Stealth missions, mainly because i am too impatient.
Tutorials that force you to perform complicated combos that will most likely never be used.
Pay to win will literally make me abandon any game without a doubt.

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Jaz007

Forced tutorials, they are horrible when replaying a game. It's espcially bad when I'm sitting through the same tutorial on my 4th playthrough of Red Steel.
Protection missions, trying to protect something is not fun, espcially when it usually feels like there is nothing you can do without being superman.
And my mind is blank, I'll probably think of more later.
@CanisWolfred Arkham Asylum? It was half a stealth game, and they only had about one or two fail if seen missions, which were also pretty easy to do.

Edited on by Jaz007

Jaz007

Dreamz

Excessive hand-holding. This is really bad in Skyward Sword, among other titles. The game has plenty of puzzles, but treats you as if you're brain-dead otherwise. They even build it directly into the game, with Fi pointing out things that are blindingly obvious most of the time.

While Zelda's not the only game guilty of this, it's the worst offender I've played in some time.

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CanisWolfred

Jaz007 wrote:

they only had about one or two our fail of seeing missions, which were also pretty easy to do.

I don't care if they're easy, I still hate it when games do that. No exceptions. Arkham Asylum was just lucky it was good enough of a game that I didn't entirely hate it for it.

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