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Ask Lemmy
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Invite your friends for "bonus" resources, or even worse, to unlock progression.
If you want to incentivize me to growthhack your product, let's talk dollars, not Mystic Sunshine Gems.
Poorly done procedural generation where it's a waste of time to explore. The first Remnant was pretty bad about this, with small setpieces scattered throughout the levels that looked interesting but usually only contained basic enemies and one or two empty pots. Filling out the map was a chore that was almost never worth the effort - almost never because sometimes there was a unique drop hidden in a level just to screw over anyone who got sick of fighting through hundreds of empty buildings and decided to stick to the main path.
For board games, not having a firm way to end the game. A lot of Steve Jackson games have this problem where the mechanics of the game mean a lot of people will prevent people from winning the game , which usually lengthens the game as people have more power to keep others from winning than winning themselves.
I knew I recognized that name, this was always the issue with playing Munchkin. So much time spent building up levels and gear just to get to lvl 9, fight some monster for the win, have the entire rest of the table throw everything they have at you to stop you from winning, just for the next person in turn to fight a potted plant for the win because everyone played all their cards to keep you from winning.
I don't know what the solution is, the rest of the table loses no matter if you win or the next person, so they pretty much have to spend all available resources to stop whoever is near winning first, but that just sets up the next person to win with almost no resistance.
At a certain point all strategies go out the window and the only option is for the whole table to send everything stopping one person, which isn't really fun for anyone.
Achievements.
I want to enjoy the game, not artificial milestones for bragging rights.
MTX for customisation
Microtransactions
Souls. The clumsy roll and artificial difficulty spikes and losing all your shit because you didn’t do it all “just right” for the entire encounter.
Ugh.
EDIT: Honorable mention . . . Timers. I’m looking at you, current Bungie.
Survival crafting. I spend my real life days trying to keep up on sheltering and feeding myself. I don’t want to “relax” by punching trees to make a fire to cook a bird I punched to death.
The pervasiveness of this in every game has limited the content I engage with the last 10 or so years. Everyone started chasing that Minecraft money and now it’s Ubi-fied into just about every mainstream title.
I don’t want to forge new weapons. I want to find them in a chest or earn them by killing a boss. I have bounced off of so many games the moment they ask me to learn a system of crafting. Keep that in it’s own genre and stop padding games out with repetitive busy work.
Hold w to crawl forward
No natural health/mana regeneration. I hate games where you need potions to survive or are limited in your spell usage just because you do not enough mana which was finished earlier.
When someone dies in Mario multiplayer there's a short pause in the gameplay. It really fucks up everyone else's timing.
One of the worst game mechanics ever found in a game was where the enemy got harder as you gained levels. The same enemy. It basically defeated the value of having more levels. I think it was Oblivion ~~Skyrim~~ where I found this, particularly annoying.
Unskippable cutscenes. Escort quests where I have to walk slowly.
Since all the obvious answers have been covered, I'm gonna dig deep on a genre nobody but me even plays anymore anyway.
Character-based asymmetry in versus puzzle games. It's never been remotely balanced, and I don't believe it ever could be.
Suppose I put you in charge of developing a balance patch for Puyo Puyo Fever, Puzzle Bobble 3, Magical Drop, Meteos, etc, you could just name any other puzzle game that has this. What changes would you make? What changes could you even try to make?
If you look at something like a fighting game, characters have large movesets, and every move has a bunch of variables attached: startup, active, recovery, hitstun, damage, meter gain. Which means there's a lot of surface area for developers to adjust and fine-tune until the cast hopefully feels balanced enough. Even if they don't get it right on the first try, they can gather data from players and use that information to figure out what needs to be patched.
Puzzle games have little to no room to even try to do this. So when you try to give character choice a mechanical effect on gameplay, but they only do one thing like a dropset or garbage pattern, there are almost no meaningful buffs or nerfs that can be handed out when it turns out that Void Hole is kinda good and Skeleton T kinda isn't.
Super Puzzle Fighter II Turbo HD Remix famously tried, and, well, an attempt was made but it ultimately couldn't do all that much. The tiers got shuffled around slightly, but it's still Ken Fighter.