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.

kelpie_is_trying
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25d

Artificial difficulty. If I can only finish a game by grinding for hours on end or after endless tedious fetch quests, I am going to be very disappointed. Like there’d better be something else real strong in the title’s favor or I’m likely to drop it altogether.

There was a time when making games more difficult by way of time investment made more sense from a design angle, but that time has long since passed. It’s just lazy design in 9/10 cases these days.

altkey (he\him)
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1125d

Heal-over-time systems in CoD-like shooters lack feedback and are unreliable in terms of measuring difficulty of a task and feeling like you did something special. Everything becomes boringly average.

@[email protected]
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1125d

Hunting around a level for health packs before it wasn’t great either.

@[email protected]
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1325d

I thought Halo CE’s system of shields plus health was a neat innovation. Shields regenerate, health does not. Health is basically a buffer for survivability when shields go down, but you can survive combat at low health as long as you’re watching your shields.

The sound cues for shields low/down/regenerating provide a lot more feedback, too.

aaaa
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825d

Challenges that require replaying a level several times to achieve them can be very rewarding

Unless the level also comes with unskippable cut scenes or long conversations on horseback

Pika
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25d

unpausable cutscenes. Nothing bugs me more than getting interrupted in the middle of a cutscene and not being able to press escape to pause the cutscene. You’re forced to try to split your attention between what interrupted you and the cutscene or restart and see the cutscene from the beginning again.

Extra annoyance points if escape immediately skips the cutscene without any indication it’s going to.

BurgerBaron
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325d

Extra annoyance points if escape immediately skips the cutscene without any indication it’s going to.

Rage inducing absolutely.

@[email protected]
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224d

I’m up-voting as hard as I can…

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creator
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3525d

All this. Everyone focuses on not being able to skip a cutscene but not being able to pause it is even worse for me, especially when trying to pause actually does skip the cutscene.

@[email protected]
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1925d

Being able to replay a cutscene would also be nice.

Pika
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825d

omg yes, I loved when games gave a replay stories or replay core concepts section of the menu, it’s not that hard to add but it lets you recap as well!

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25d

Feel like that used to be more common for games to have a “Movie/Cinematics” option in the “Extras” menus, treating cutscenes like unlockables, where you could go back and rewatch everything.

Really disappointing that more games don’t do this. It’s not like it’s a hard thing to add to a game code wise. It’s just a menu to the mp4 files with a “yes/no” check against the save file for if the scene has been unlocked or not.

Björn
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225d

It’s a sign of the times. When I was a kid the cutscenes were the reward for winning the game, or a portion of the game for those bigger games that could afford more than two cutscenes.

But for my kids cutscenes are the boring things that keep you from playing.

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creator
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225d

I mean I remember it being a thing all the way up to the OG Xbox before it started dying off.

Cethin
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325d

I never pause cuscenes, not because I don’t want to ever but because I’m always afraid I’ll skip it instead.

altkey (he\him)
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2325d

Another one is QTE in the middle of a cutscene, ugh.

FenrirIII
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224d

My wife has the unique ability to always want my attention during cutscenes.

@[email protected]
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325d

For me, it’s cutscenes in general. I know there are people who do care in general, but for me a game where I care about the plot is very rare. And the examples I can think of (Outer Wilds, or Ico, for two examples) either have no cutscenes or very few brief ones, and tell the story in a different, more immersive way.

For me, a general rule is - if the game forces moments on me when I can put the controller down and wander into a different room, then that’s not what I’m interested in. I want to actually play the game.

@[email protected]
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925d
  • No quick restart options for arcade-style games like shmups
  • Games that end up being too easy once you unlock of figure out one mechanic or technique like dash-dodge or iframe rolling and now the entire game is just the same loop
  • Unskippable or long intros or cutscenes (I sold Guilty Gear Strive because of that eagle thing…)
  • The spam garbage ripoffs on the Nintendo eShop that shouldn’t be there
  • Code in a box
  • When DLC characters are visible on character select even if you didn’t buy them (looking at those 10 greyed-out characters on SF6 are so annoying)
Infrapink
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8625d

Needing to log into an online account to play a single-player game.

When a single-player game keeps pausing to tell me it can’t connect to the server.

Lojcs
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2025d

Especially when this happens in small indie games.

You were the chosen one Anakin!

Noxy
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424d

Photo modes that limit camera movement to within a tiny radius of the player character. FF7 Remake/Rebirth, and FF16, are glaring examples of this.

Or photo modes that fade out NPCs or objects when the camera gets close enough for good screenshots of them.

Just give me a boundless flying camera option and let me live with the unfinished bits if I so choose.

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creator
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223d

Oooh these are good pet peeves. Photo modes can be hit or miss.

I love the ones in the Spoderman games. Got some amazing screenshots from all 3

bryndos
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2225d

Text scaling in game where text is plot critical.

Important for things like steamdeck, some marked “verified” should be downgraded to “playable” due to the text size and inability to scale it.

@[email protected]
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425d

And timed, text heavy games on mobile generally.

Squinting at you, Hearthstone.

@[email protected]
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2125d

Only having one master audio slider. Please at least give me one for music, voice, and sound effect mixing separately.

@[email protected]
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6225d

Not being able to pause or save at any point.

I’m a “grown-up” these days, but I grew up with games and they’re part of my life, and I love them - but in the larger scale of things, they’re still toys. The requirements of a pet/partner/child/phone call/doorbell will always nearly always outrank them.

“We don’t let you pause because it’s a simulation and and you can’t pause real life so it means the game is more realistic” = piss off

bravesirrbn ☑️
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524d

One thing I love about the Nintendo Switch, you can suspend any game at any time (except online multiplayer ofc) with a single button press

@[email protected]
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324d

Yeah, the Steam Deck is actually pretty good for this on most games.

On a computer, you can, I suppose, set up a keyboard shortcut to pause the process, but you still think “this should just be part of the game in the first place”.

@[email protected]
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216d

The simulation part tbh makes little sense to me, at least if I pause by going on the menu. Unless it’s multiplayer there’s little reason for you to prevent me to pause on menu, even if your aim is to be as realistic as possible.

At the end of the day it’s still a game and if I feel overwhelmed or the need to pause for whatever reason give me the option to. The people who want absolutely 0 pause can simply not go on the menu or if you really want you can put an option to disable pause on menu IG. Or yk they could do whatever they’re simulating IRL, within reason.

@[email protected]
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224d

During EA for Hades 2 if you paused while fighting the god of time he would say “I control time here!” And unpause the game. It was funny, but if I need to answer my door I don’t want to lose my run. Thankfully that has been changed.

Malta Soron
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2425d

Yeah, or you can pause the game by opening the menu, but not when you’re in dialogue, when it matters most.

@[email protected]
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2725d

Long cutscene that you’ve tried so hard to reach. Will pressing start pause the game or skip it forever?

@[email protected]
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3525d

When the only difference in difficulty is either by adding more waves of enemies, or giving bosses a bajillion hitpoints.

If I already learned all the game mechanics, and the only scaling is having to repeat them a lot more, that’s poor design.

I dont mean this as much for adjustable difficulty, like easy vs hard mode, but rather in game progression…

Lojcs
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225d

Cries in shadow warrior

@[email protected]
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425d

I’d also make that complaint about adjustable difficulty, but to speak to the game progression, I have to agree.

Games should be teaching players what they’re getting into from the very beginning. The tutorial should be “When you do everything right, this is how easy the game is. When it’s not this easy, it means you’re doing something wrong”. That “wrong” thing could be messing up a mechanic, not upgrading your character enough, or you’re trying to go to a later area too early. It’s a teaching moment.

So many games today, at “Normal” difficulty, will throw players into combat encounters where they just basically kill everything in one hit. So players in the tutorial think “This is a bit too easy, I’m going to up the difficulty to Hard”, but then they don’t realize that everything gets harder when you exit the tutorial, and then over the course of the game the difficulty keeps outpacing your progression.

As far as the difficulty slider goes, I think it’s always better when harder modes just make you easier to kill, rather than enemies being more difficult to kill. There’s often a good balance that can be struck between the two, but too many games just opt for just making enemies tankier and tankier, which ends up turning the “difficulty” slider into a “time/resources waster” slider.

I Cast Fist
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524d

Obligatory tutorials. Make it a choice.

QTE “final bosses”. Seemed to be a much bigger problem in the PS3/360 era.

“Open world” or “Sandbox” games that don’t care about your progress, where it’s painfully obvious that your actions don’t matter at all. Yes, this is mostly about Starfield

Games where you can win by a landslide but the computer/story goes “Hah, you were just lucky!”

@[email protected]
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424d

3D level design where you can get stuck on elements when you just want to move past them. Especially frustrating in racing games or sections where you have to move fast. Controls are just not precise enough to deal with this under stress.

Visible polygons and interactable polygons are not the same thing. Play Banjo Kazooie and Yookah Laylee (including the remake) to see the difference. The latter has you constantly bump into things because the environment is not smoothed out.

On the other hand some studios take it to the other extreme and make you walk almost on rails, childproofing every corner. A good middle ground is needed.

@[email protected]
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524d

Definitely with you on controller rebinding! Now that I’m an old man I also absolutely hate how damn tiny the text is when playing games on a TV. Gamers are getting old, we don’t all have young eyes or sit in front of a monitor to play games!

Repetitive character dialogue.

It’s less of an issue these days, but still incredibly grating when I see it.

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