this post was submitted on 23 Nov 2025
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What are some things that just get under your skin about games?

For me, it's games that do not allow controller rebinding. I have neuropathy and my fingers don't all work. If I can't rebind buttons so that I have necessary moves (for example: parry) be on buttons I can reliably press the entire game becomes unplayable.

And on console, where I can't refund a game after I downloaded it (fuck you Sony) then it really screws me over wasting what limited funds I have on games I just can't play.

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[–] Pika@sh.itjust.works 122 points 2 days ago* (last edited 2 days ago) (7 children)

unpausable cutscenes. Nothing bugs me more than getting interrupted in the middle of a cutscene and not being able to press escape to pause the cutscene. You're forced to try to split your attention between what interrupted you and the cutscene or restart and see the cutscene from the beginning again.

Extra annoyance points if escape immediately skips the cutscene without any indication it's going to.

[–] Doc_Crankenstein@slrpnk.net 34 points 2 days ago (1 children)

All this. Everyone focuses on not being able to skip a cutscene but not being able to pause it is even worse for me, especially when trying to pause actually does skip the cutscene.

[–] atrielienz@lemmy.world 18 points 2 days ago (4 children)

Being able to replay a cutscene would also be nice.

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[–] altkey@lemmy.dbzer0.com 21 points 2 days ago

Another one is QTE in the middle of a cutscene, ugh.

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[–] SpaceXplorer_8042@lemmy.zip 95 points 2 days ago (9 children)
  • Follow this character to the objective
  • Walking
  • Too slow
  • Running
  • Too fast

jfkajfADAHSVb

[–] RogueBanana@piefed.zip 28 points 2 days ago

And then there are games that seamlessly matches your pace and animation with the NPC once you get close to them. cooms

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[–] Infrapink@thebrainbin.org 86 points 2 days ago (1 children)

Needing to log into an online account to play a single-player game.

When a single-player game keeps pausing to tell me it can't connect to the server.

[–] Lojcs@piefed.social 20 points 2 days ago

Especially when this happens in small indie games.

You were the chosen one Anakin!

[–] fakeman_pretendname@feddit.uk 66 points 2 days ago (4 children)

Not being able to pause or save at any point.

I'm a "grown-up" these days, but I grew up with games and they're part of my life, and I love them - but in the larger scale of things, they're still toys. The requirements of a pet/partner/child/phone call/doorbell will ~~always~~ nearly always outrank them.

"We don't let you pause because it's a simulation and and you can't pause real life so it means the game is more realistic" = piss off

[–] maltasoron@sopuli.xyz 23 points 2 days ago (1 children)

Yeah, or you can pause the game by opening the menu, but not when you're in dialogue, when it matters most.

[–] yermaw@sh.itjust.works 26 points 2 days ago

Long cutscene that you've tried so hard to reach. Will pressing start pause the game or skip it forever?

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[–] Maiq@piefed.social 60 points 2 days ago (6 children)

Games that wont let you quit to desktop in game.

[–] Ashtear@piefed.social 25 points 2 days ago (1 children)

I've noticed this is especially bad in Japanese games for whatever reason.

[–] RightHandOfIkaros@lemmy.world 13 points 2 days ago

PC Gaming market in Japan is treated like Second Class Gaming Citizens, sadly

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[–] Broadfern@lemmy.world 46 points 2 days ago (2 children)

Lack of accessibility options, not unlike you.

Most games are better about this now, but subtitles, difficulty options, and the ability to turn off flashing lights are critical to the point I can’t play for long, sometimes at all without them.

[–] Doc_Crankenstein@slrpnk.net 25 points 2 days ago (54 children)

Thank you for saying difficulty as an accessibility feature. So many people think difficulty is something inherent to a game's design but completely miss the fact that difficulty is subjective.

Every game should have difficulty options. No exceptions.

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[–] Lembot_0005@lemy.lol 40 points 2 days ago (3 children)

Showing a long plot-explaining intro right after start, before I have a chance to get to "options" and set the resolution, subtitles, etc. I also "love" unskippable short logo videos at start. And a few screens with only "press any button to continue".

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[–] bridgeenjoyer@sh.itjust.works 36 points 2 days ago (1 children)

Logins. I hate games with accounts. Just let me play.

[–] mrgoosmoos@lemmy.ca 16 points 2 days ago* (last edited 2 days ago) (1 children)

oh, hey, you haven't launched this game in a year

please download and install the new launcher. please login to the new launcher. your login does not work, please go to the website to reactivate your account. you must restart your system to reset the launcher login screen. please wait a full minute for the launcher to finish loading. please wait thirty seconds for us to process your login credentials. please wait fifteen seconds for us to begin the process of launching the game.

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[–] DaCrazyJamez@sh.itjust.works 34 points 2 days ago (2 children)

When the only difference in difficulty is either by adding more waves of enemies, or giving bosses a bajillion hitpoints.

If I already learned all the game mechanics, and the only scaling is having to repeat them a lot more, that's poor design.

I dont mean this as much for adjustable difficulty, like easy vs hard mode, but rather in game progression...

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[–] darthelmet@lemmy.zip 34 points 2 days ago (7 children)

WHY THE HELL ARE GAMES SO LOUD ON STARTUP!!!!!!!!!!!!!!!?????

There are others but this is one I just can't believe is a thing. It's so fucking simple to fix. Just start the volume on the lower end and if it's too quiet I can raise the volume or just give me a volume slider first thing on initial load before any sound is played and let me find the right levels with a test sound before playing any menu music or something.

This and full white dev/publisher logo screens. I have a pretty large HDR monitor and whenever I boot up a Bandai Namco game I’ll flashback myself if I don’t look away in time.

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[–] ThatWeirdGuy1001@lemmy.world 30 points 2 days ago (1 children)

The fact that games act like climbing doesn't exist. You reach a path blocked by a small rock that any normally able bodied human could climb and it just pisses me off.

Like Pokémon games with a rock you could easily just walk around but noooo you gotta travel to this other town to get a special item or learn a special skill to get around this thing you could easily climb over or walk around.

[–] TheSambassador@lemmy.world 10 points 2 days ago

It's even worse in VR games. As much as I love Half Life Alyx, there were certain barriers that are literally just a pile of rubble or a chain link fence.

[–] Kolanaki@pawb.social 27 points 2 days ago (1 children)
  • No quit button or hiding it in the settings menus

  • No ability to rebind controls

  • Endless, unskippable intro videos

  • Taking control away to have a cutscene that is all dialogue and no action that could have just as easily been something you control as you walk and listen. Especially if it's not even an in-engine, real-time scripted thing but a pre-rendered video that doesn't even show your actual character as you have them dressed.

  • FOMO and most MTX in general.

  • No ping/latency stats for everyone on the server

[–] Broadfern@lemmy.world 11 points 2 days ago (4 children)

Unskippable cutscenes absolutely need to die. Even on the first playthrough - give me the info I need in a notes section or something, but do not waste my limited time on this coil with slow “exposition.”

I usually quit those when they get too grating and move on, but it’s frustrating nonetheless.

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[–] kelpie_returns@lemmy.world 27 points 2 days ago* (last edited 2 days ago)

Artificial difficulty. If I can only finish a game by grinding for hours on end or after endless tedious fetch quests, I am going to be very disappointed. Like there'd better be something else real strong in the title's favor or I'm likely to drop it altogether.

There was a time when making games more difficult by way of time investment made more sense from a design angle, but that time has long since passed. It's just lazy design in 9/10 cases these days.

[–] missingno@fedia.io 24 points 1 day ago (6 children)

Points of no return and anything else that's permanently missable. No, I am not doing a second playthrough of a 100 hour JRPG.

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[–] Macaroni_ninja@lemmy.world 23 points 2 days ago
  1. When rebinding the keys, the game wont let me save the changes unless everything has something assigned.

  2. 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.)

[–] JackbyDev@programming.dev 23 points 2 days ago

Games that refuse to let you change the difficulty once you begin a game. More broadly, single player games that worry too much about preserving some sort of honor associated with doing well and make it annoying to play. Like rougue likes that have no save and quit for fear of people save scumming.

[–] nailbar@sopuli.xyz 21 points 1 day ago (3 children)

Unrealistic loot.

Like when you kill a wolf and get shotgun shells as loot.

But also more subtle stuff like enemies in a remote place that don't carry or have any kind of food and drink with them.

And when the enemy is clearly carrying a weapon, but it's not lootable and you get some random stuff instead.

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[–] bryndos@fedia.io 21 points 2 days ago (1 children)

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.

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[–] Nima@leminal.space 20 points 2 days ago (1 children)

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.

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[–] termaxima@slrpnk.net 19 points 1 day ago

Games you can't pause. I love Dark Souls, but PLEASE give me a real pause button !

I'm okay with the inventory not pausing, that's part of the game design. I'm not okay with the fact I can't pause at all, so if my neighbour rings for their spare key when I'm fighting Kalameet I just have to die 🤷🏻‍♀ (true story btw)

[–] gcheliotis@lemmy.world 18 points 2 days ago

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.

[–] Devial@discuss.online 18 points 1 day ago* (last edited 1 day ago) (3 children)

Games that don't allow you to pause and skip cutscenes.

I don't want to have to miss half of the cutscenes just because someone interrupted me or the phone rang or something half way through. Alternatively, when I'm on my 23rd replay of a game, I do not want to have to sit through every cutscenes I already know by heart.

Oh, and modern games that allow manual saving at any time, not having any kind of regular auto save (looking at you here BG3).

If you're fine from a gameplay pov with having the player save whenever, then there's really no good reason whatsoever to not have one or two auto save slots that get saved every 10-20 minutes or so, at least as an option in the menu. ESPECIALLY in open world games (like BG3...) where you can easily go literal hours at a time without hitting a checkpoint save. And yes, I am still salty over learning about BG3's lack of regular auto save when I lost like 2.5 hours of progress on my first run.

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[–] gcheliotis@lemmy.world 18 points 2 days ago (3 children)

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.

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[–] Simulation6@sopuli.xyz 15 points 2 days ago

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.

[–] yermaw@sh.itjust.works 15 points 2 days ago (3 children)

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.

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[–] Don_alForno@feddit.org 15 points 1 day ago* (last edited 1 day ago) (1 children)

Anything that needlessly makes me repeat content I already beat or similarly wastes my time. Some examples are:

Fixed save points in general.

Unskippable cutscenes between the last fixed save point and the boss fight.

No autosave or fixed save point after a boss fight.

Preventing me from backtracking after I stumbled into a cut scene and/or boss fight because it wasn't obvious which path led to a point of no return.

Oh, and no Play Station style controller glyphs. Come on, it's an additional set of images, now hard can it be to implement?

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[–] EuroNutellaMan@lemmy.world 15 points 1 day ago (5 children)

Cutscenes that can't be paused, especially if they're longer than 10 seconds.

Do you have the slightest idea how frustrating it is to be mid-cutscene, something else requires my attention, and I cannot fucking pause it? Singlehandedly my biggest gripe with gaming.

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[–] SaraTonin@lemmy.world 14 points 2 days ago (2 children)

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.

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[–] Widdershins@lemmy.world 13 points 2 days ago (4 children)

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.

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[–] StayDoomed@lemmy.world 13 points 2 days ago (1 children)

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.

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[–] gcheliotis@lemmy.world 12 points 2 days ago (11 children)

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.

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[–] Davel23@fedia.io 11 points 2 days ago (2 children)

Overly-long, unskippable credits.

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[–] thatradomguy@lemmy.world 11 points 1 day ago

If the game supports voice chat in-game, then it is not ok to play background music while talking in-game. Just mute yourself and don't make us listen. It's the same as people walking around neighborhood and blasting their music from their phone as if they're the only ones with ears.

[–] M1ch431@slrpnk.net 11 points 1 day ago* (last edited 1 day ago) (7 children)

I'm left-handed. Key rebinding has gotten better in some ways throughout the evolution of gaming, but it has recently regressed in the past few years.

I make custom layouts for every game I play. IJKL to move, Semicolon to sprint, Quote to crouch, M to interact, etc. I find many games where "I" is hard-bound to inventory, some bindings overlap keys I've bound with no way of fixing without going outside the game, some keys are unable to rebound entirely in-game, some keybindings menus require jank to actually work, some keybindings menus completely glitch out as I change entries, some games require .ini edits, some keys seem like they are working fine rebound, but completely bug out in unique ways, some games allow keys to be bound with modifiers (e.g. Shift + Mouse Button) and some don't, and so forth.

It's very frustrating. I can only imagine what people with physical disabilities and assistive devices deal with if it's this hard for me. I've tried using my right-hand for my mouse and WASD, but I get way too much pain doing so - even if I could properly learn to use a computer and game that way. I can't use WASD and my left-hand on the mouse as it is incredibly painful.

I just have to imagine this is all the case because QA is nonexistent and developers are overworked.

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[–] tab@sh.itjust.works 10 points 1 day ago* (last edited 1 day ago) (3 children)

when you can rebind movement keys (I'm an esdf player as opposed to wasd), but it does not rebind consistently. So a map is panned using wasd still, or menu browsing is, or even basic movement in a mini-game, or driving using a vehicle etc. It seems developers rarely really test anything but wasd...

Worst was cyberpunk, which always jettisoned me from the car in a super dramatic leap... on every right turn. XD

edit: also, when rebound keys are not represented correctly in tutorials or prompts.. ugh.

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