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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[–] 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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[–] CaptPretentious@lemmy.world 9 points 1 day ago (3 children)

Alright, I'll limit it to just pet peeves.

Tutorial sections that just suck. Some don't explain enough, others treat you like you've never played a game in your life. Or, when they interrupt you to explain a mechanic in great detail, but it's too much of an info dump, and you're just left wondering wtf they just said. One game that I really liked how they did it was BG3. There's a tutorial, but you can also turn it off on future runs. Worst tutorial I think I've ever seen was Xenoblade 2.

Games (and really any consumable media) that just don't know when to end. There are very few games I've completed, mostly because I get bored. The game overstayed it's welcome and I'm done. The grind isn't worth the final boss fight or whatever is at the end. Generally, it's because games (especially RPGs) think grinding is a "fun" mechanic when it's more of an imbalanced game. Take, for example, Expedition 33, not once in that game do you need to run around grinding levels. You can successfully go through the entire game, only going to each stage once. Fucking fantastic. But then you have games that just went too far with things. Some games, like Skyrim, CP2077, (especially) Hogwarts Legacy, I only know the ending to those games because other people beat them. Ex33 I got 52/55 achievements (just need to win the gestral games and find whatever record I missed). I beat that game entirely in 74 hours. My first run of BG3 (53/54 achievements, only missing the bard one, because I think it's boring), first playthrough was maybe 120 hours (currently over 700 due to multiple playthroughs). Skyrim... 146 hours... 27/75 achievements. CP2077, 133 hours, 18/57 achievements. Hogwarts sits at 50 hours with 19/45 achievements (that game should be a 20-hour game at most).

Games that don't really respect your time. This one, Nintendo does a lot. Actually perfect example is Breath of the Wild. It's a giant fuck off world that's mostly empty, peppered largely with the same enemies throughout the whole thing. You have a weapon mechanic that encourages you NOT to fight (just get some good weapons and head off to exactly where you need to go). The cooking is bullshit, no recipe book, no making a bunch of something, a stupid cutscene every time. And the entire poop joke... like getting 20 for a poop joke would already be too much, but collecting 900 with (IIRC) no fucking way to track them.. Or the fact that the way Nintendo expects you to get arrows is to grind out rupees to buy them. And the exploits used to get arrows or rupees quickly, in a single player game, they actively tried to patch out. That's just one game, Nintendo does this on SO MANY GAMES, which actually pushed me to "fuck Nintendo" and I didn't buy and won't buy a Switch 2.

Some games are combos of these. One game I really like, but I always hit a wall is Satisfactory. Once I get to trains/aluminum, it's just not fun anymore for me. I work 40-80 hours a week (sometimes I work 5x12s and 8ish hours Sat/Sun)(only sometimes, usually closer to 50 hours a week)... so all the extra planning and time to making a factory... like I just don't have the fucking time. Same thing with Dune Awakening. The first zone was the best. Getting your first Orni wasn't too bad, but it was already starting to push it. Having to fucking pay taxes in a game... Oddly, it was about the time I was farming up aluminum, I quit that game too. Maybe I have a pet peeve with aluminum in video games...

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[–] altkey@lemmy.dbzer0.com 9 points 2 days ago (2 children)

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.

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[–] aaaa@piefed.world 8 points 2 days ago

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

[–] pasdechance@jlai.lu 8 points 2 days ago
  • 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)
[–] Valmond@lemmy.world 8 points 1 day ago (1 children)

Putting too many game mechanics into a game, like fighting system, bonus crystals, combinations of stuff to upgrade other stuff, plus pets, minigames, repetable quests, party combinations, crosswords, and more, in a single player game especially.

And dark patterns of course.

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[–] AstroLightz@lemmy.world 7 points 1 day ago (2 children)

Currently, I'm replaying The Witcher 3, and the main annoyance I'm having right now is not being able to pause during timed choices (and timed choice are a whole other problem in games too).

You can pause during non-time-sensitive dialog choices, but not during timed ones. I don't know why they specifically deny pausing for those. Maybe to prevent people from pausing and thinking it out? But, some of these times sensitive choices greatly effect the story. I want to be able to think about these choices when they effect the story.

[–] Devial@discuss.online 10 points 1 day ago

I mean that is kinda exactly what the developers want to provoke with timed dialogue choices. Timed dialogue choices are a game design mechanic to try and get a player to answer on instinct/gut feeling, rather than over analysing and trying to optimise the dialogue.

You not getting to think about it long is very much the intended effect, and allowing a pause would entirely defeat it.

There are of course definite accessibility concerns that should be considered and worked around, such as people with dyslexia who may not be able to properly parse the dialogue options before the timer runs out, but as a game mechanic I think forcing the player to pick on instinct definitely has merit. It helps make the game more immersive, because it puts you under the same pressure to react as your character is in the story right now, and it can lead to more interesting and ultimately enjoyable games by forcing players to potentially make a mistake, and having to find out a way to deal with the fallout.

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[–] SomethingBurger@jlai.lu 7 points 1 day ago

When the music doesn't stop on the Pause screen.

[–] Lojcs@piefed.social 7 points 2 days ago (6 children)

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.

[–] Flamekebab@piefed.social 5 points 2 days ago

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).

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[–] trslim@pawb.social 7 points 2 days ago

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.

[–] WolfLink@sh.itjust.works 7 points 1 day ago

I add non-Steam games to Steam just so I can use Steam Input for controller rebinding

[–] Suck_on_my_Presence@lemmy.world 6 points 2 days ago (1 children)

'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.

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[–] Delta_V@lemmy.world 6 points 2 days ago

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.

[–] samus12345@sh.itjust.works 5 points 18 hours ago

Definitely with you on controller rebinding! Now that I'm an old man I also absolutely hate how damn tiny the text is when playing games on a TV. Gamers are getting old, we don't all have young eyes or sit in front of a monitor to play games!

[–] bjoern_tantau@swg-empire.de 5 points 1 day ago (3 children)

OP, you would love the Steam Deck, or in a few months the Steam Machine. Or any other PC with Steam for that matter. With Steam Input you can rebind the controls of even the most stubborn game.

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[–] ICastFist@programming.dev 5 points 18 hours ago

Obligatory tutorials. Make it a choice.

QTE "final bosses". Seemed to be a much bigger problem in the PS3/360 era.

"Open world" or "Sandbox" games that don't care about your progress, where it's painfully obvious that your actions don't matter at all. Yes, this is mostly about Starfield

Games where you can win by a landslide but the computer/story goes "Hah, you were just lucky!"

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