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.

  • shadshack@sh.itjust.works
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    2 days ago

    Invisible walls. And I’m not saying the ones that are like way up out of the way that you have to nearly use glitches to get to. I’m talking the “walking down a city street and then you’re stopped in the middle of the road for no reason” kind. Like, you put area there that I can see, I want to go there. If you don’t want me to go there at least put something there to indicate it’s the edge of the map.

  • termaxima@slrpnk.net
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    6 days 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)

  • EuroNutellaMan@lemmy.world
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    6 days ago

    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.

    • Tigeroovy@lemmy.ca
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      6 days ago

      Yeah, when the start button instead just skips the cutscene with no additional prompt? Extremely annoying!

    • ArxCyberwolf@lemmy.ca
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      6 days ago

      Same with unskippable cutscenes, especially before a difficult boss. It’s no fun to have to sit through it over and over if I’m struggling with said boss, or have to sit through a cutscene I’ve seen several times in previous playthroughs. This also applies to the game’s credits.

    • kieron115@startrek.website
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      6 days ago

      I’m always afraid to test ESC during a cutscene because I’ve been burned by games that auto skip cutscenes when you hit ESC. Who does that.

  • Don_alForno@feddit.org
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    6 days ago

    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?

    • FooBarrington@lemmy.world
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      6 days ago

      Fixed save points in general.

      To be fair, non-fixed savepoints introduce a bunch of additional work, especially on the gameplay design and testing sides, and for some games that work is better invested into other aspects of the game.

      But if savepoints are fixed, they have to be frequent enough to not become an issue.

  • Devial@discuss.online
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    7 days ago

    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.

    • Soggy@lemmy.world
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      6 days ago

      I do not want to have to sit through every cutscenes I already know by heart.

      Forget it, there’s no way you’re taking Kairi’s heart!

    • demonsword@lemmy.world
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      6 days ago

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

      This is the main reason I cannot replay Valkyrie Profile

  • jjjalljs@ttrpg.network
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    6 days ago

    Any time I realize the optimal path is really boring or tedious.

    Like, imagine you could sell junk to vendors for money, but for some reason you get more money if you sell them one at a time. Spending five minutes splitting inventory stacks sucks, but it’s 30% more gold and that’s the difference between the cool sword or the basic sword.

    A made up example, but hopefully gets the point across.

    Related: long travel times with nothing interesting or challenging happening. I remember playing some shitty MMO and you had to like run through a building, go up an elevator, and down a long hallway every time you wanted to learn skills. Just five minutes of nothing. Gotta juice those playtime stats, I guess.

    It’s different if there’s stuff to do en route. Monsters to fight or whatever. But when it’s just jogging? Very disappointing.

  • Nailbar@sopuli.xyz
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    7 days ago

    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.

      • Vupware@lemmy.zip
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        6 days ago

        In Hades II, there is a zone which has sentient gold bag enemies and flood littered with gold. Neither of these things provide you gold apart from standard drop rates.

    • IngeniousRocks (They/She) @lemmy.dbzer0.com
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      7 days ago

      I think shotgun slugs would be good loot from a werewolf, but they should be a junk item or a crafting item to combine with gunpowder and casings to make new ammo, not ready to use shells that’s just silly why does a werewolf have those?

    • Doc_Crankenstein@slrpnk.netOP
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      5 days ago

      Then coming across a knee high wall or something you can easily just walk over blocking progression but, nope, can’t jump and the game isn’t treating it like stairs.

      It’s such a small thing but can completely take the wind out of your sails when playing.

  • Sunsofold@lemmings.world
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    5 days ago

    My particularly niche gripe is bad dialogue tree options. There are so many games where the mechanism is selecting an option and watching it play out, but so many of them are shit when it comes to the difference between what you see as the option and what actually is said/done. Heavy Rain did it. ‘What should the character say next? Unreadable zalgotext option A, or unreadable zalgotext option B?’ Or ones where the options on screen are ‘A) I thoroughly agree. B) I thoroughly disagree. or C) What?’ but selecting C means the character isn’t just asking for clarification because ‘What?’ actually points at the voiceline, ‘What the fuck are you talking about, you piece of inhuman filth? I bet your a murdering rapist.’ If I can’t have some idea of what selecting an option will do, I’m not actually playing a game at that point. I might as well be trying to play Mario with a controller that remaps itself randomly.

  • Michael@slrpnk.net
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    7 days ago

    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.

    • Coriza@lemmy.world
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      6 days ago

      When the game let’s you rebind some but not all keys it is like spraying lemon on the wound, at least when no key is refundable you can guess they could not be arsed to do it, but when they just do a shitty job on it is like it was almost there, why not do it right?

      • Michael@slrpnk.net
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        6 days ago

        Yeah, really. Like a lot of games refuse to let me (re)bind:

        1 through 0 [ ] ; ' , . / \ Backspace Enter

        Like c’mon. I need those keys to be modifiable. It feels like laziness and is sometimes the result of a console-focused development cycle (with PC as an afterthought). They add all the major keys, but those special characters?

        Nah.

    • chunes@lemmy.world
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      7 days ago

      I can only imagine what people with physical disabilities and assistive devices deal with if it’s this hard for me.

      I learned AutoHotkey and I genuinely couldn’t play many of the games I do without it.

      • Michael@slrpnk.net
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        7 days ago

        Same, but I left Windows. On Linux/Wayland, it’s a bit more difficult and less powerful with current tools. AHK can’t be beat right now over here.

  • thatradomguy@lemmy.world
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    7 days 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.

  • I Cast Fist@programming.dev
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    6 days 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!”

  • samus12345@sh.itjust.works
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    6 days 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!

  • CaptPretentious@lemmy.world
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    7 days ago

    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…

    • Doc_Crankenstein@slrpnk.netOP
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      7 days ago

      Games (and really any consumable media) that just don’t know when to end.

      Watched a gameranx video the other day about this. It’s the lack of closure. Players need that catharsis and pay off for all their efforts or else it inevitably starts to feel pointless rather than fun.

      Even MMO’s had a closure for their main story arcs and you played the end game content. The new Live Service model though doesn’t like that cause it means they can’t milk it for eternity. They’d have to keep making new stories and actual game content but that is time consuming and meticulous for creative industries. You can’t pump it out like you can cosmetics and battle passes.

      It’s honestly a huge issue in the industry. The gameranx video goes much deeper into the topic.

      Edit: I should have finished reading before I posted this. Now I look dumb for jumping the gun

      • CaptPretentious@lemmy.world
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        6 days ago

        Actually, what you said unlocked a memory. Though I don’t know if it falls in line with the Gameranx video (I’ll have to go watch that) or your sentiment. But the ‘Players need that catharsis and pay off for all their efforts or else it inevitably starts to feel pointless rather than fun.’ immediately made me think of the first Shadow of Mordor game. It was a great game, undone by a QTE final boss.

        But yeah, so many of these games just don’t go anywhere. To your point, the live service games. It’s not 100% with what I intended, but I feel it ends up in the same area… I’m spending all these hours… what am I accomplishing? What’s the point of all of this? It’s just endless padding with endless travel time, side quests, and anything that requires you to wait real time for the quest to progress. Dailies in WoW, were my WoW killer. Some people saw it as “easy gold”; I saw it as non-content meant to drive daily engagement but not actually accomplish anything in the game. It’s all just padding for extra “engagement” or to make a game seem bigger than it is (or should be).

        I’ll break down some of the issues I had with the games I listed for better context. And I’ll front this with, I know you don’t have to do side missions. It’s more like, you realise instead of giving you a tight, compact story that’s well crafted, they spent too much time padding it out so it appears to be a bigger game. CP2077, the main story is absolutely dwarfed by all the side content. The main quest line is like… ~35 missions? There are like 70+ “gigs” and the same for “side missions”. The main story is the thing you do the least. With missing mechanics, I can’t help but think it would have been more interesting if it were done in a more linear fashion like Deus Ex Human Revolution. Instead of a giant city that’s mostly empty boxes (the buildings aren’t buildings) and padded out with side quests. Skyrim, the thing that killed it for me, was just how pathetically easy it was to become the leader of the various groups/factions. It felt so unearned. I can only take being handed “wins” left and right because I’m the fucking chosen one… before it’s just dull. It was Medieval Idiocracy. I could have just started learning spells and they’re ready to give me the college because I’m the smartest person they’ve ever seen. Brawndo, it’s what Dragonborns crave. And Hogwarts, walking around the castle, was the best part. It felt magical and alive. Some of the puzzles were fun. But the classes were boring tutorial sections, and the main thing you do in the game is LEAVE Hogwarts to go do unspeakable things in non-descript burrows and dungeons scattered all over the place. That game has 15 main quests, 21 side quests. 95 Merlin Trials…

        The tl;dr: An easy way to look at it, CP2077, Hogwarts, and Expedition 33 have similar playtime for just the main quest (per howlongtobeat.com, ~26-28 hours). But how it feels to play the game is drastically different. One had a story to tell and a point to get to, and it does that. The others made a world with a whole bunch of other stuff to do.

    • ilinamorato@lemmy.world
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      6 days ago

      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.

      The ones I hate the most are the ones that meticulously teach you “press A to jump!” (Cool thanks, yeah, I’ve been playing video games since Super Mario Bros, I’m pretty good on the basics) but then you get out of the tutorial and play for an hour or two and realize that you’ve never once had to jump, but that complicated combo that they didn’t even allude to in the tutorial is for some reason the core game mechanic.