Thread: Annoying gameplay trends
wouldn't a trend be a newer thing? Everything you listed has plagued games for 20+ years.

For me:
Quick Time events seem to be returning from the dead, hate that stuff so much
 
Hold button to perform action

Does my fucken head in. I want instant response. And don't with the excuse that it prevents you from accidently jumping or attacking. Make my game snappy.

Colourful glowing magic.
I'm done. Purples and reds and blues. We get it, magic is lgbtqueplus and has to glow and be the brightest thing on screen because it's cool.

Play it your own way.
I don't like this. Maybe I am old. I prefer an experience like sekiro. I can play the whole game with the default weapon and nothing else. Too much choice cripples me.
 
And I think it's lazy game design. Hack this tree to get some wood to build some shit you don't need.

"Here lets throw you in a large empty map and scavenge for mostly useless junk" My old co workers would either play COD or these boring ass survival games i hated playing with them lol
 
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Any time shit you learned that works against normal enemies that don't work on bosses.

Dude I HATE enemies in games that HAVE to be dealt with in a certain way to be defeated.

Take the Marauder in DOOM Eternal, the game FORCES you to engage him the way it wants you to and he is invincible otherwise.

He's not a hard enemy to beat, in fact it's pretty simple but it's annoying as hell when the balls to the wall aggressive gameplay style slows to a crawl bc you have to wait for this dickhead to decide when he's going to let you damage him. It's irritating af.
 
Q+T+E's all the time, every where, forever.

That shit should have died on the vine like walking simulators, or at least stay in those multi-media graphic novels.

I'll backpack on this, forced walking and talking scenes in the middle of gameplay. Any scene really where you're forced to slow down and can't skip it. It kills pacing so much.
 
Rogue Lite. Many games throw Rogue Lite in there and I don't like it in many cases.

And also a trend I totally hate, though a very specific one:
Sekiro style parry focus in Souls like games. Sekiro had a big impact apparently and Im don't dig it. Latest examples are Wo Long and Lies of P, both would've been amazing games if not for the mandated parry mechanics.
 
Rogue Lite. Many games throw Rogue Lite in there and I don't like it in many cases.

And also a trend I totally hate, though a very specific one:
Sekiro style parry focus in Souls like games. Sekiro had a big impact apparently and Im don't dig it. Latest examples are Wo Long and Lies of P, both would've been amazing games if not for the mandated parry mechanics.

You'll be happy to hear there's a mod that brings that mechanic to Elden Ring
 
You'll be happy to hear there's a mod that brings that mechanic to Elden Ring
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I've hacked regawdless' Webcam and received exclusive footage of him reading that.
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My more personal thing is readable collectibles that completely stop the game play experience. Bioshock with its audio logs did it so well, but something like Control was awful for it. Any game that stops the game and brings up a wall of text often.
 
Bloated unskippable "cinematic" gameplay sections that could have easily been done in a short cutscene.

Uncharted 4 is incredibly guilty of this, and it makes replaying the game a chore.
 
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Always online - Monster Hunter World and Diablo IV.

Procedural generation instead of carefully designed levels - Starfield.

Breaking weapons - The Legend of Zelda Breath of the Wild and the Legend of Zelda: Tears of the Kingdom.

Pointless fetch quests, just about any open world game though Ubisoft is guilty of this they are not the only ones by far.

Interesting single player settings, premises and games being wasted on forced GAAS multiplayer design - Destiny. Anthem.

Mandatory Timed Stealth Collection Segments: Three of the worst game designs combined into one, repeated four times: The Legend of Zelda: Skyward Sword. Also Phantom Hourglass's Temple of the Ocean King, Spirit Tracks did address most of the issues from PH.
 
Open world games in general.
I don't have time to run around for hours to find something to do.
Also, my life is interesting enough that I don't need to pretend I live a virtual one.

Just give me a string of challenges and some mild unintrusive story going along with it.
 
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Souls like elements in games that don't need and don't benefit from them.

Jedi Survivor for example doesn't need the bonfire mechanic. Same for some side scrollers. What makes Souls games great is the combination of all the different mechanics and themes, paired with a design philosophy that isn't easily replicated.

Taking individual mechanics out of Souls games and injecting them into other games is kinda annoying and often doesn't make these games better.
 
Crafting - Just give me good items in treasure chests. I don't want a bunch of junk that I can eventually craft into something good.

Holding down a button to do something - Why? Just why? Where did it start and once again, why?

Long intros - At the beginning of the game is NOT when to deliver a bunch of exposition. At the beginning of the game I care nothing about the characters or the story. Let me play a while to get used to the characters and story before dropping all this shit on me.

Forced tutorials - Stopping every few steps to explain some mechanic that I won't remember because I am being overloaded with information is bad design.

Side quests - Not even gonna try to separate the good from the bad because most of them remain bad. I think developers have had plenty of time to get it right but they still give us fetch quests and other fun-sucking quests. At this point, I just don't want to do any side quests.

Anti-Grinding mechanics - I am playing an RPG to become a powerful badass, let me grind. Grinding is a difficulty slider that you don't have to use but so many devs want to restrict grinding. They want to control how you play. They want to dictate how powerful you can be at any point in the game. I think it's lazy on their part. Lazy as in: 'We don't want to plan for the character being any stronger than what we have set'.

There are other things that exist in games that I just don't interact with so they don't annoy me as much. Things like microtransactions, DLC, Digital Deluxe editions, etc... I would like to point out, once again that $70 is now the price for the BASE game, not the full game (and this is on Day 1) and almost every game has a Digital Deluxe edition these days. What we used to call on disc DLC is now standard and in your face.
 
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