this post was submitted on 10 Jan 2026
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Mine always is, completely forgetting what I was doing and where I was going after not touching a save file for a long time. This is happening to me right now with Stardew Valley.

I'm in Year 4, married Maru, have a decent farm going, I have yet to build the movie theater I just found out so that's something I can do. And I know up until that point, I called it a conclusion of a game, but yet I forgot completely about there being some minor goals or things I wanted to do. Completely out of my head. It was a year ago since I last touched that save.

This happens a lot with old saves, because sometimes I have had something in mind as to how I was going to play the game or where I was going with a character.

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[–] popcar2@piefed.ca 59 points 5 days ago (4 children)

So many games have like ~10-15 seconds of unskippable logos whenever you open the game and it pisses me off every single time. I don't understand why they still do this.

[–] Brokkr@lemmy.world 47 points 5 days ago (2 children)

On PC, often those are short videos. If you can find those files, you can remove the file and they won't play. Pcgamerwiki is helpful

[–] dual_sport_dork@lemmy.world 21 points 5 days ago

They're almost always .bik files somewhere in the game directory. I have no clue why so many games still insist on using this specific format in particular even today, but at least it makes them easy to find. I have determined that quite a few games will barf if you delete the files outright, but if you just replace them with an empty text file with the same name it will still allow the game to launch.

Console players are usually out of luck.

[–] stephen@lemmy.today 14 points 5 days ago

I hadn’t heard of PCGamerWiki before, and it looks super useful. Thanks!

[–] ampersandrew@lemmy.world 14 points 5 days ago

Money changed hands, so they have to show them. It's advertising for the other companies that they worked with, or building up brand recognition for the publisher, etc. In the best case scenario, they mask a load screen, but I've found plenty where they don't even start loading until after the unskippable logos.

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[–] pogodem0n@lemmy.world 55 points 5 days ago (3 children)

Unpausable and unskippable cutscenes

[–] mohab@piefed.social 13 points 5 days ago

God, yes… it's literally an interactive medium… like, I AM the story, motherfuckers 😂

[–] CheeseNoodle@lemmy.world 6 points 4 days ago* (last edited 4 days ago)

Been playing Monster hunter World recently and holy crap is that game obnoxious with the cutscenes, even mid-fight if a monster you've never seen before happens to wander past.

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[–] ryathal@sh.itjust.works 47 points 5 days ago (14 children)
  • Games that offer stealth as an option over combat, but have mandatory combat bosses.
  • games that have excessive grinding as part of the main gameplay.
  • Games where randomness is the primary factor in winning and losing.
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[–] PCurd@feddit.uk 16 points 4 days ago (3 children)

Games that don’t act like they are games. Too many designers think they are making “high art”. Examples:

Not being able to save any time for any reason - I have a life, stuff happens. I need to be able to save and leave the game at any time - during gameplay, dungeons, cutscenes, any time. Make it a suspend state if it must - but respect reality.

Non-pausable cutscenes - you are not the most important part of my life so you need to be able to pause without losing content.

Non-skippable cutscenes - I might have seen this 10 times before, let me skip.

Dialogue history - if you let me skip dialogue then you must have a dialogue history. I might have hit the skip button by accident so let me see what I missed.

Indicate when there isn’t new dialogue - make the chat options change when there is new dialogue, making it so I have to interact with the NPC or object again just to see if there is new dialogue is infuriating.

Show when an activity will fail - don’t make me search barrels that are empty. Skyrim does this perfectly.

If you have a map let me annotate it - somehow a magicly populating map is allowed in your world but I don’t have a pencil to write “come back here with a shovel”?

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[–] yaroto98@lemmy.world 37 points 5 days ago* (last edited 5 days ago) (3 children)

Menu -> Exit Game -> Yes

Scroll Down - > Exit Game -> Yes

Scroll Down -> Exit to Desktop -> Yes

Exit Launcher -> Yes

Jackbox is one of the worst offenders of this. Have to exit 4 times to actually exit the game.

[–] RightHandOfIkaros@lemmy.world 14 points 5 days ago* (last edited 5 days ago)

Yeah, but accidentally clicking the quit button when you meant to click options or whatever and the game just instantly dropping you at the desktop is equally as annoying. Two click exit is a good compromise. Four is way too many though.

Alt+F4 is your friend!

Or on Steam Deck, quit the game using the steam menu.

[–] ryathal@sh.itjust.works 10 points 5 days ago

I do appreciate the games that give you quit and quit to desktop in the same menu.

[–] B0NK3RS@lemmy.world 40 points 5 days ago* (last edited 5 days ago) (5 children)
  • Games that jump straight into things without letting me see the options menu first.

  • Not having the Playstation icons as a preset when I want to use my PS4 controller on PC.

[–] Malix@sopuli.xyz 22 points 5 days ago

Skipping straight to action instead of main menu and options is annoying.

When I started playing [game name here, atm can't remember it, it's from warframe people] it immediately started a plot cutscene which wasn't available later on. I sure wanted to see that plot presented in a 720p medium settings on my large 1440p display.

Sure, in the grand scheme of things the plot in the game is irrelevant as it can be, but damn it, let me enjoy it full screen.

They have likely fixed, but holy hell, why was it like that in the first place. Abysmal new player experience.

[–] Janx@piefed.social 13 points 5 days ago

Unless I missed it, Where Winds Meet forces you to do an entire damn boss-fight before you can invert the vertical camera! Unbelievable. I realize I'm the freak for learning "flight control" aiming where down is up, but I've been doing it for decades; can't change it now! It's unhinged to not let people access or change options until after you've beaten a boss...

[–] Maestro@fedia.io 13 points 5 days ago

Yeah, I don't like being shoved in an intro cinematic without being able to turn on subtitles.

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[–] jjjalljs@ttrpg.network 8 points 4 days ago (1 children)

Broadly, where the optimal path is the boring or tedious path.

Imagine an action game where you fight monsters and get coins for defeating them. Coins can be exchanged to buy new moves, advance the plot, and so on. Basic game loop.

Now imagine that you get triple coins if you wear the red shirt when fighting red monsters. Every time you see a red monster, you could go into the menu, into equipment, into body armor, swap on the red shirt, exit all the menus, and kill the monster. Then repeat all that for blue shirt and blue monsters.

This is a made up example but some games do shit like that, where you have to do something tedious for a big payoff.

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Internet for single player.

I love Hitman, but the need to be connected to a server just to play rubs me the wrong way.

[–] yesman@lemmy.world 32 points 5 days ago (1 children)

Any game ported to the PC needs to recognize controllers that are plugged in after launch and need to have a "quit to desktop" option.

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Purposely obtuse mechanics for the sake of "difficulty."

[–] ZoteTheMighty@lemmy.zip 10 points 4 days ago

When you first start playing, you should be in a room that's moderately graphically intense and you can stand there indefinitely doing nothing. I need some time to dial in my graphics settings and controls. I hate when a game immediately drops you into a combat situation and I'm joining the action 5 seconds at a time as I twiddle with settings.

[–] ech@lemmy.ca 23 points 5 days ago* (last edited 5 days ago) (3 children)

Biggest pet peeve of modern games is when the game repeatedly nags the player to go to the next mission or solve a puzzle. I like to explore games, to take the time to appreciate well made environments and lore, but when npcs or even the pc keep chiming in every minute with "[x] is waiting for me at the lab" or "I think I should [y]", it starts to piss me off.

It's like they don't trust the player to play the game "right". Games are more than just sprinting from one objective to another. Can't even take the time to fully look over a puzzle before the game starts telling you what to do next.

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[–] JackbyDev@programming.dev 14 points 4 days ago
  • Games should have some way to take notes in game.
  • External wikis are great and I love them, but they aren't an excuse for not explaining how your game works within your game. There needs to be good in game guides.
  • All games need some way to save and quit. Looking at you, rogue likes. People have lives. That's more important than protecting some weird form of honor by making the excuse that it's to prevent save scumming.
[–] DeepThought42@lemmy.world 27 points 5 days ago (8 children)

I have many pet peeves when it comes to games, but the biggest that I can think of off the top of my head is the boss fights in games that don't let you use the weapons & skills/techniques that you'd used to get to that point. It just pisses me off when they let you develop a character with particular skills and weapons only to force a particular combat style that's contrary to what you'd used up till that point.

[–] VindictiveJudge@lemmy.world 17 points 5 days ago

RPGs are absolutely terrible about giving you the ability to inflict status effects on enemies, but not giving random encounter enemies enough HP to justify inflicting statuses, and then also making the bosses immune to them.

[–] chiliedogg@lemmy.world 12 points 5 days ago

Deus Ex Human Revolution's initial release was the worst about this. A bunch of people who took the skills and inventory for non-lethal/stralth/hacking gameplay found themselves at boss fights that were straight-up gunfights. If you were kitted out and skilled properly to face-tank while using explosives and big guns, you were just screwed and couldn't progress.

In subsequent releases, they added additional options in the arenas that allowed you to kill them using stealth and hacking skills.

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[–] chunes@lemmy.world 5 points 4 days ago

Lack of gameplay options and cheats. I've never thought a game was worse because it had cheats. Quite the contrary.

[–] Cocodapuf@lemmy.world 12 points 4 days ago

When you're watching a dramatic cutscene, but then someone needs your attention, so you hit esc... which skips the cutscenes instead of pausing?! What the actual fuck? The button that pauses the game in every other context now (surprise!) skips the cutscene? Why would you do that?!

[–] 58008@lemmy.world 12 points 5 days ago
  • I don't give the slightest fuck who provided the middleware for the cloth physics, stop impeding me from playing the game to show me this shit every fucking time I launch it.
  • Continue and New Game are often the wrong way around in the main menu. Why would you have New Game at the top/default selection position? How often would someone be clicking that as opposed to Continue?
  • Unskippable dialogue and cut-scenes. I've read devs describe cut-scenes as a reward for the player achieving a certain milestone. I see them as punishment. Especially so if I want to replay the game. It's a game, not a movie. Leave me the fuck alone already.
  • It should be forbidden to sell a game on Steam that requires an account and launcher from Ubisoft or whoever. If you sell it on Steam, you use Steam, and if you wanna use your own shit then you don't get to use the Steam storefront and must forgo all the advertising and exposure you enjoy there.
  • Walk-and-talks, especially when my normal walk speed is like a sprint compared to that of the NPC in question.
  • Narratively, my character is a saviour to a group of people who provide me with weapons and ammo to help me save them, but the cunts charge me for it?? "Hey thanks for single-handedly saving us and fighting the tyrannical evil empire, while you're out there risking life and limb for us please use our cool weapons and bullets! That'll be 500 credits, cheers!" Motherfucker? What are you even spending it on? WHERE are you even spending it?
  • Fake endings. I was playing RDR2, and thought I was coming to the end of the game, all signs pointed to an imminent ending. So I was mentally in a place where I was ready to pack up and uninstall it, just had to finish the last few quests, already wondering what I'd play next. Then there's an entire 500-hour chapter that comes after. So I keep going, and am constantly thinking "surely it's just another quest or two..." but it just never fucking ends. Had I known or expected all this extra shit, it would be different. But I was already halfway out they door before you called me back in for another week's worth of the same malarkey.
  • Time-wasting as a core mechanic. I love No Man's Sky, but so many of the quests in that game involve literally waiting 24 real-world hours for the next phase of the quest. Which, when completed, leads to another 24-hour wait. Who exactly does this serve?
[–] RebekahWSD@lemmy.world 18 points 5 days ago (10 children)

Single saves. Me and husband have one computer (we're broke?) and too many games have a single save. So we can't play that game trading off cause there's only one save. Like Baldur's Gate 3? Amazing. Billion saves, hell a billion for each character even. Heaven's Vault? Wild Bastards? One save. Guh.

[–] cerebralhawks@lemmy.dbzer0.com 14 points 5 days ago (5 children)

Nintendo is infamous for this. Animal Crossing is a great game on the Switch, but it’s meant for one person. You can join an island, but unless the island creator has everything unlocked, you can’t progress the game. And even if they have, there are certain recipes you can’t get without cheating (treasure islands) for some reason.

Pokémon is the same way. They literally want you to buy a second Switch.

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[–] Zahille7@lemmy.world 16 points 5 days ago* (last edited 5 days ago) (4 children)

Any game that makes me hold a button for a simple interaction. Bonus points if it has some kind of "progress bar" to show just how much longer you need to hold that button down.

Why did I need to hold X/whatever just to press the thing that opens the door? Why did I have to hold that button down for a grand total of 4 seconds before you actually did your little interaction animation? Why couldn't it just be a button press?

Part of me kinda blames Halo, as that's the first game I can remember where it was "hold button to interact;" except in every Halo game up until 4, it was only slightly longer than a normal button press so it was still incredibly quick.

ETA: I hate the extra stuff in Mafia 3 for exactly this reason, which kind of ties into what I said above: it doesn't respect my, the player's, time. That stupid "lockpicking" mini game where you break into those junction boxes? Why the hell do I have to wait for the bars to line up before I can break the lock?

And then getting in and out of vehicles plays an animation that takes way too long imo. Which sucks because a lot of the other collectibles are spread out around the map in such a way that it makes it too long to go around on foot gathering them, but it's also annoying to try to get them with a vehicle because then you need to deal with the animation and then having to run around and grab the damn thing.

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[–] kboos1@lemmy.world 14 points 5 days ago

Combat system that is advertised as skill based but you find out it's actually damage based and randomized.

Doing really well and winning the impossible mission because you spent time and effort leveling up and honing your skill to defeat a boss or level that you know is going to be difficult. Only for you to fail the mission and get reset or perma death because the plot demanded it.

No controller support on PC

Mobile games with fake game play advertising and demos. In game banner ads or forced ads.

[–] toebert@piefed.social 2 points 3 days ago

"A large open world to explore!" - by slowly walking or teleporting.

[–] sleepmode@lemmy.world 7 points 4 days ago (1 children)

When you know a choice you made should have immediate or impending consequences, but the world carries on as if it's business as usual. I was actually surprised when the opposite happened in Outer Worlds 2 recently. If you trigger a certain event and don't go deal with it ASAP, it will happen without you and there are consequences.

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[–] myfunnyaccountname@lemmy.zip 5 points 4 days ago

My job. No seriously, that’s my pet peeve. I could play so many more great games if I didn’t have to work.

[–] RightHandOfIkaros@lemmy.world 10 points 5 days ago

You should play Policenauts. Its a visual novel adventure game from Hideo Kojimas early days in 1994-1996 following a private eye investigating a disappearance on a space station.

When you load a save file, the game gives you a summary screen of the events in the game that have happened so far (at least it does in the SEGA Saturn version that I played). Its the first instance I recall of this happening in video games, and I do wish it could return in more games. Its possible that other games had this before, but if there was a game that did, I dont know it or remember it.

[–] weebkent@ani.social 6 points 4 days ago* (last edited 4 days ago)

This is specifically for rhythm games, but I hate it when they don't give you a judgement error during the play (early/late indicators) or a total of early/late hits in the results screen.

Even when they do show that information, sometimes they don't even tell you by how much on average in ms, only the amount of hits that are early and late. You could be consistently late by as small as 5ms, or something stupid like 50ms but you wouldn't know. And now you just have to eyeball the offset adjustment, going back and forth, in and out between the settings menu and a song to check if you did it right.

Oh, and I hope the game uses millisecond offset instead of some esoteric arbitrary scale with no label — bonus points if it's not granular enough to set right so you end up with an offset that is either uncomfortably early or uncomfortably late no matter what you do.

And also, the offset calibration tool is useless in every rhythm game. It does not help whatsoever, and if anything it makes it more confusing to set things up :)

[–] Konraddo@lemmy.world 3 points 4 days ago

My major pet peeves with games is that features available in a game are often absent in a sequel, or revamped for no reason. Unless a game receives critical reception these days, I often buy games that have been released a year ago to increase the chance they get fixed with patches.

Example: the notorious Civilization series.

[–] HollowNaught@lemmy.world 3 points 4 days ago

When games have a designated button to show interactive elements in the environment

This just screams "we don't know how to make an uncluttered game"

[–] Menschlicher_Fehler@feddit.org 11 points 5 days ago* (last edited 5 days ago) (1 children)

Games that load your audio settings only after you enter the main menu.

Thanks for destroying my ear drums, Dark Souls.

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[–] eezeebee@lemmy.ca 11 points 5 days ago (1 children)

Getting lost. I like exploring until I'm done exploring, and then I have a low tolerance for wandering aimlessly. I don't need an indicator and a map to tell me where to go, but I appreciate a sign post or NPC to nudge me in the right direction if I need it. Sometimes level/world design does not help in areas that look samey, so landmarks or some sort of unique feature are appreciated.

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[–] Kruulos@sopuli.xyz 9 points 5 days ago* (last edited 5 days ago)

One of the best examples of a game that did it right was Heaven's Vault. The game was decent/mediocre (imo) but every time I opened it it summarized what I did last time and it had awesome timeline history

In Stardew valley no matter what you had done its so easy to just start doing something you like and the game smoothes you in. Its plot has zero time limits after all

Forgot to add my pet peeve: non adjustable time/turn/action/decision limits in single player games. I hate when I have to play a game with 'perfect knowledge'/wiki to get desirable outcome because I wanted to schmuck around trying things instead of focusing the main plot/whatever the game wanted me to do. Games like Homeworld, FTL, Phoenix Point and some CRPGs I made an error early into the game and instead of giving me a way to correct my mistake the game just became unwinnable at the end. "I have to live with the consequences of my actions." Some people love that but for me it ruins the feeling. Games aren't real life. I just spent 10+ hours and I can't continue anymore? Sucks.

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