I've got a time-traveling kick in the nuts prepared for whoever invented wall-humping for unmarked secrets. I first remember this from Wolfenstein 3D but I'm not sure if it existed before then.
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Escort Missions. Especially when pathfinding AI was terrible.
Quick Time Events in a game that it isn't the focus. Halo 4 had exactly two quick time events. One in the first level and one in the last level.
You know when you are in the middle of a game's story and then you get caught or something wjd the enemy takes all your gear and you have to find your gear or fight to get it back? No screw that. So annoying.
And I'm the kind of player that does all sise quests before doing the main story so I can be OP and plow through the story. Just let me do that and don't take what I worked hard to get.
This is it for me. I will just stop playing. Dying Light did this to me and it feels like such a lazy design mechanic. It’s not fun, it’s not a surprise twist, it’s just plain lazy. I have no idea if DL2 has this lazy design because they’re never going to get a penny from me to find out.
Devs: Stop doing this crap!
I just played through Dying Light as well and is absolutely why I thought of this!
Ante, Magic the Gathering
I feel like most game mechanics are good when implemented well and bad when implemented poorly. unless you count stuff like p2w/gatcha/gambling
Have you heard about Fatal, pretty sure that it's hard to beat game mechanics to evaluate physical injury due to an inter species rape
I have a dislike for cutscenes. Often during gameplay, suddenly you lost control, often behavior is inconsistent, and you have to wait to be able to continue to play.
The half-life series shows how it can be done without. Story without losing control. Characters do their scripted behavior within the context of the world.