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When rebinding the keys, the game wont let me save the changes unless everything has something assigned.
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During character creation the lightning on the model is completely different what you will see in game and I end up with an ugly character (Dragon's Dogma, Saints Row 3 remaster, etc.)
Games

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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.
Only having one master audio slider. Please at least give me one for music, voice, and sound effect mixing separately.
spongy bosses don't always mean they're challenging. I can't count how many times I've fought a boss who isn't hard or interesting but just wastes time cause they have a ton of health.
mechanics matter.
Quests that demand that the player finds X of an unimportant item in a world which has exactly X instances of said item. Thankfully most games nowadays will offer up more of said item than needed to complete the quest, so that one doesn’t end up scouring the map over and over again, in search of that elusive last bottle/scroll/pigeon, because nobody got time for that. And not even talking about optional collectathon quests for those who want that sort of thing, some games would have this sort of quest in the main storyline.
No save option during stealth sequences or generally in stealth-heavy games. Allow me the option to either improvise and enjoy messing up or plan and execute and test every section of a stealth route carefully without having to replay the mission a thousand times, especially when the slightest hiccup will have the whole mission going awry. If that leads to some people save-scumming their way through the entire mission, so be it. Let them play their way.
Indepth tutorials told by dialogue boxes. Run 5 steps.
[Hey player!]
[You know some boxes can be moved right?]
[Just walk up to the box]
camera pans 3 feet to the left to show the box in the centre of the screen
[Press X to grab it]
[And when youre done press X to let go]
[Im sure youll find many uses for this during your adventure]
[Why not try it on that box over there?]
<hmmmm. Seems like im going to need to move that box if I want to get anywhere>
When you get near the box a massive X symbol flashes madly and unmissably above your head, and theres lines on the floor showing where it needs to be pushed to, which is also the only way its programmed to move, literally impossible to do wrong, and you push it like 5 feet.
[Wow! You did it! Looks like you can get to the next area now!]
<I should probably remember that, it could be useful in the future>.
You're now free to play the game, all the way to the next room, where you'll spend way longer than necessary learning something a fucking 4 year old could figure out, and you dont even need figured out because its been a staple of games since before you were even born.
This is my peeve, over-tutorializing.
I know there are folks out there who are profoundly bad at games, and that's who these things are made for. I'm reminded of that one gaming journalist who gave Cuphead a bad review because he couldn't figure out how to double jump and never got out of the tutorial.
But just make it a quick selection when starting a new game. "I'm new here, show me guides" and "I'm an expert, skip tutorial content". Or even just make the tutorials an optional object interaction in the game that you don't have to touch if you've already figured it out.
But the best games are the ones that teach players how to play organically. Level 1-1 in Super Mario Bros is the common example. Setting the camera controls in the older Halo games was also a work of genius. Newer games are a bit too dense to be able to cover everything quite as quickly and organically as Mario, but you can still offer some similar diegetic hints and just add a little "Help" button for anyone who can't figure it out on their own.
Multiple un-skippable product and company credits at the start. Show a blinking “Loading…” if that is what is going on but let me skip this stuff on the second start onward.
I’ve got perhaps an unusual one - 99% of the time I play games with the music turned off. I just find it much more immersive and I enjoy, for example, not knowing that combat is about to start because the music’s just changed.
There are plenty of games where you can’t turn the music off. I’m not a fan of that, but I get it. The devs want you to play their game in a certain way, and turning the music off isn’t part of that. No complaints.
But then there are games which allow you to turn the music off, but all the rest of the sound has been made under the assumption that the music will be playing. The music often covers up a litany of jankiness like background sound effects not looping well. And sometimes the atmosphere sounds (say the drone of an engine in a spaceship) are also controlled by the music slider.
So, if you’re going to give the option to turn the music off, make sure that the game still sounds good without the music.
I want to GIT GUD but I'm not the kind of person who can dodge and parry while managing a stamina bar. ER and DS games look awesome but I really can't do much sightseeing in them. I tried Demon's Souls, Dark Souls 3, and Elden Ring and in all of them I hit a wall against the first miniboss who I should be learning to parry on. I've always leaned toward dodging taking priority before parrying and a stamina bar limits that.
I recently played through Ghost of Tsushima and parried a thousand cuts. The game doesn't have stamina though. I understand stamina as a game mechanic but find all it adds is tedium. There's what I believe to be some good games hiding behind a stamina bar. I can enjoy the games until the stamina bar runs out and then I'll be thinking about enjoying a different game.
The thing I hate about parrying games is that there's rarely ever any consistency about what you can and cannot parry and also never any way for you to learn if you're parrying too early or too soon or what.
Odd take. Resource management is key in a lot of games to the entire design of how they play.
I play heavy tank builds in those games and block/dodge instead of parrying. It's just a different mindset I guess to enjoy that level of resource managing to know when to commit and when to back off and get defensive, especially when my attacks take a chunk of stamina and are slow to wind up. It forces the player to be strategic so you don't leave yourself winded mid string.
I guess what I call strategic playing you call tedium. To each their own.
Too many games are "survival" games now which really means they will make you do a bunch of chores to get to the sub par shooter or adventure game the chores gate you from. No, I don't want to chop wood and get rope or whatever for the 50th game that never innovates on any of these mechanics to get to the "good part"
Also lots of fun games seem to be ruined because they are battle royales.
Excessive reliance on audio recordings and written text for storytelling / world building. Oh look another game where I’m alone in this world and I have to listen to a ton of audio recordings or collect snippets of text throughout the entire game to learn anything about this world and what happened to it!
If anything, let it be audio, not text, I’m tired of reading through often very subpar writing, I just glaze over it. Better yet, have actual (skippable) voice actors read any text out loud. Ideally, weave all that info into the game’s main storyline or side quests, and have it communicated to the player via interesting NPCs. Also, use environmental storytelling more than info-dumps. Show, don’t tell.
Text/in-world notes/memos/books and found audio recordings have a place but don’t let that be the main way of learning about the world or my place in it.
I understand it’s also a budget issue, so I’ll cut indie games some slack.
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.
Hunting around a level for health packs before it wasn't great either.
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.
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
- 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)
I'm souring on difficulty options lately. How am I supposed to know the ideal difficulty of a game without having played it before? You're the developer, you designed it and if you're confident in your game balance you should pick the default difficulty. Better yet, get rid of discrete difficulties and add customizable assist mode instead.
Whilst I didn't enjoy the mechanics of Control, I was very impressed at the settings it offered. I could essentially turn off combat if I wanted. Yes, it won't be the same game experience, but if I choose to play that way - let me!
In the old days we had cheat codes for this stuff. I cheated my way through a lot of games and then revisited later without cheats. Some of those became my favourite games of all time (Theme Hospital and Tony Hawk's Pro Skater 3 both spring to mind).
When a game rereleases with an enhanced version or remake and it ruins the atmosphere. Been playing SMT Strange Journey Redux, and the new artstyle feels so generic and bland compared to the OG Strange Journey. The original had this kind of dark and oppressive atmosphere that Redux is sort of missing. Its really minor, since Redux does add a ton of stuff, so its probably still the better way to play, but that original tone just isnt the same.
'Puzzles' that are just fetch quests for numbers or pieces of something.
It's so boring and such a waste of my time.
Let me circle these four pillars to find the numbers on them and plug them into the whatever keypad. Wowie. What a head scratcher. I sure feel like I solved a thing, boy howdy.
Bad console ports on PC where mouse control code was recycled from gamepad control code. For example, in Just Cause 2, the maximum turn rate is capped and so is the minimum cursor acceleration, with the end result being when you move the mouse your character moves like you've mushed a gamepad control stick instead of the fast, smooth, PC cursor style movement of the reticle that every other PC FPS manages to pull off.