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#1 Posted by AcidBrandon18 (704 posts) -

I hate when I have to escort an A.I. companion so that they can open a door for me to proceed. Also the slow "Gears of War" walk. What game mechanics do you wish would die?

#2 Edited by FluxWaveZ (19308 posts) -

Needing to pick up ammo manually instead of a character performing the action automatically. It's unnecessary.

#3 Posted by AcidBrandon18 (704 posts) -

@FluxWaveZ: Thats a good one. I mean why would I not want ammo? Same can be said for gold in fantasy games.

#4 Posted by GrantHeaslip (1543 posts) -

Missable collectibles that are attached to 100% completion achievements.

#5 Posted by Stonyman65 (2609 posts) -

@FluxWaveZ said:

Needing to pick up ammo manually instead of a character performing the action automatically. It's unnecessary.

This. I wish it was all like it was back in the day where you just ran over it and you picked it up.

Another thing is jump puzzles. I'll admit that they are nowhere near as common as they used to be, but there is still enough of it in modern games to cause a headache. It needs to stop. It's not fun.

#6 Posted by ShaggE (6348 posts) -

I don't know if this counts, but can we please standardize aim/shoot/throw grenade controls on console games? I hate going between games and having to relearn everything because I keep blowing myself up.

#7 Edited by DoctorWelch (2774 posts) -

None, because it all depends what game that mechanic is in and how it is implemented.

#8 Posted by cmblasko (1137 posts) -

I would really like to see quick time events and turret sequences go away.

@FluxWaveZ said:

Needing to pick up ammo manually instead of a character performing the action automatically. It's unnecessary.

I disagree with this one. I can see why it could be considered a hindrance, but the fact is that it can drastically alter the pacing and strategy of a game. Consider how different Gears of War multiplayer would be if you could simply run over ammo boxes and weapons to pick them up; instead of demanding that players fight for them the winning strategy would devolve into running to them as quickly as possible.

#9 Posted by Baillie (4041 posts) -

The hell is a jump puzzle?

#10 Posted by SockemJetpack (407 posts) -

Encumbrance should be a toggle. If you want to play with it you can but give people who play the console version the option. First thing I do when playing PC games with encumbrance is bring up the console commands and fix that.

#11 Edited by Jazzycola (662 posts) -

Quick time events and collectibles that contain story elements within them. Resistance 2 is a big offender of the latter.

Edit: And when I say story elements, I mean pretty much the only story in the game.

#12 Posted by CaptainTightPants (2834 posts) -

I wouldn't classify this as a Game Mechanic but adding heavy effects to the screen when you are near death or critically wounded. I don't mind a bit of vignetting or something but some games take it so far that I can't see anything and I die because of it.

#13 Posted by LikeaSsur (1497 posts) -

Stealth missions in a game that isn't stealth based.

#14 Posted by csl316 (8188 posts) -

Audio logs. I love getting more story, but audio logs just always bum me about because I'm afraid to move forward.

#15 Edited by Napalm (9020 posts) -

Game mechanics that need to die? Man, I don't know. Quick-snap rail sights should probably go away. Either that, or everybody should learn how to do them right.

#16 Posted by 1DER (82 posts) -

Invisible walls.

#17 Posted by Rainbowkisses (472 posts) -

Having to repeatedly mash a button to lift or open something.

#18 Posted by PeezMachine (234 posts) -

In RPGs, awarding experience based either a) on who is in your party or b) on who last-hits an enemy. Both situations create snowballs that lock you out of characters more often than not.

#19 Posted by JasonR86 (9611 posts) -

Quick Time Events. I want to control those moments. I don't want to watch them.

#20 Posted by wumbo3000 (943 posts) -

Encumbrance. I want to pick up every single spoon, fork, table, goblet, cabbage, pickle, and carrot I see in Skyrim! I don't care if it's unrealistic! JUST GIVE ME EVERYTHING!

#21 Edited by Grimhild (721 posts) -

@JasonR86 said:

Quick Time Events. I want to control those moments. I don't want to watch them.

And/or I don't want to watch the bottom half of the screen for a nano-second button prompt that insta-kills if I miss it and force me to redo the entire thing all over again.

EDIT: This too.

@Tim_the_Corsair said:

morality systems that are rendered completely pointless by having a 50/50 good or evil choice near the end of the game that has nothing to do with your choices to that point.
#22 Posted by Kovie (198 posts) -

@FluxWaveZ said:

Needing to pick up ammo manually instead of a character performing the action automatically. It's unnecessary.

I think there is an argument to be made for absorbing ammo through your feet being immersion-breaking.

@cmblasko said:

I disagree with this one. I can see why it could be considered a hindrance, but the fact is that it can drastically alter the pacing and strategy of a game. Consider how different Gears of War multiplayer would be if you could simply run over ammo boxes and weapons to pick them up; instead of demanding that players fight for them the winning strategy would devolve into running to them as quickly as possible.

And also this as well.

#23 Posted by Echofoxz (98 posts) -

Can we please get rid of walking-slowly-with-hands-on-the-earpiece-while-characters-are-having-radio-conversations? Come on, they can't get Bluetooth?

#24 Posted by Tim_the_Corsair (3065 posts) -

morality systems that are rendered completely pointless by having a 50/50 good or evil choice near the end of the game that has nothing to do with your choices to that point.

#25 Posted by itsjustclark (26 posts) -

@Rainbowkisses said:

Having to repeatedly mash a button to lift or open something.

I hate this so much. Especially when you get no consequence from failing it. Hell, I would understand if some big brute was chasing you down and you had to mash to open that door open. But, when its just you and the door/chest, that's just annoying.

#26 Posted by Psykhophear (939 posts) -

@Rainbowkisses said:

Having to repeatedly mash a button to lift or open something.

This. Other poor game mechanics that must die are as follows:

  • No checkpoints/ save feature
  • Limited continues
  • Weapons that break easily when use (eg. Valkyrie Profile, System Shock 2, etc.)
  • Enemies that respawn
  • Obstacles/ platforms that you can't jump down (this applies to 2D platformers)
  • The lack of "return to main menu" button during in-game (eg. Ninja Gaiden, Metal Gear Solid 2, etc)
  • Characters that can't jump (eg. Brutal Legend)
#27 Posted by BoringK (258 posts) -

This is a little specific, but I just played through Skyward Sword and I am FED UP with the "wallet" that limits how much money you can carry, something that's been a problem with the Zelda franchise for years.

"You found a Gold Rupee! It's worth 300 Rupees, which are GONE FOREVER because your wallet is FULL of money you can't even spend on anything unless you wanna talk to the fortune teller eighty times! Lucky!"

Infuriating.

#28 Posted by Captain_Felafel (1555 posts) -

The "press button to stand under a ladder and watch AI character get boosted up to said ladder" trope. It's dumb, it doesn't add anything, and it only serves to slow the player down. In fact, while I'm on the topic, games that have you pressing a button to mantle over or on top of something, or to jump down from somewhere, proceeded by a lengthy animation of said action, need to stop being made as well.

#29 Posted by MariachiMacabre (7056 posts) -

@BoringK said:

This is a little specific, but I just played through Skyward Sword and I am FED UP with the "wallet" that limits how much money you can carry, something that's been a problem with the Zelda franchise for years.

"You found a Gold Rupee! It's worth 300 Rupees, which are GONE FOREVER because your wallet is FULL of money you can't even spend on anything unless you wanna talk to the fortune teller eighty times! Lucky!"

Infuriating.

Seriously. I don't want to collect 30 golden skulltulas so have some fucking walking around money.

#30 Posted by phrali (646 posts) -

item durability

#31 Posted by _Zombie_ (1462 posts) -

Let'see..

  • Enemies that respawn when you leave an area. It was annoying as fucking hell when I left one area to get riddler trophies, then came back to get more in the area I just left.. only to have to defeat those same fucking enemies that I beat when I left.
  • Encumbrance. Seriously. Fuck realism, this mechanic is a pain in the ass.
  • Quick-time events. Self-explanatory.
  • 'Invisible barriers'. Bethesda games are especially to blame for this. If you advertise an open world that I can explore, I expect the ability to explore every goddamn inch of that world. Don't make me take confusing trails that wind all the way around the mountain, when I could very clearly walk up the side of it.
  • Unskippable cutscenes. If the scene is boring, or the voice actor is shitty, or for some other reason I don't like it.. let me skip it. I don't feel like getting a sandwich every time a cutscene comes on.
  • Keycards/keys. Bethesda at least gave the option to get around this with a decent lockpick skill. But any game I've encountered this in, it's been nothing but annoying.
  • Timed missions. I don't like being timed, simple as that.
  • Escort missions. I don't like babysitting, even simpler.
  • Immortal children. Not saying that I'm a kid-killer or anything, but Jesus fucking Christ, man. I wanted to fucking murder Mayor MacCready. Little shithead.
  • Fetch missions. I've yet to find a game where fetch missions made me genuinely excited, instead of annoyed and pissed off.
  • First-person platforming. It almost never works, it's annoying, and I die a lot. Don't do it.
  • Tank levels in an FPS game. I fucking hate tank levels. Don't make me play them.
  • Chest-high walls in every TPS.
#32 Posted by Lunar_Aura (2779 posts) -

Selective destruction physics. Whoa you just tore that building to bits but that carton of orange juice? Yeah, that's not gonna break.

#33 Posted by SuperWristBands (2266 posts) -
@Baillie said:

The hell is a jump puzzle?

I'm assuming it means platforming. I had never heard the term prior to Guild Wars 2 talk and people are referring to what seems to just be platforming sections.
 
Sounds silly to me.
#34 Edited by _Zombie_ (1462 posts) -

@Lunar_Aura said:

Selective destruction physics. Whoa you just tore that building to bits but that carton of orange juice? Yeah, that's not gonna break.

Ugh, yes. Mercenaries 1 (and 2, to a degree) pissed me off with this shit. You can destroy buildings, but not completely. Trees were a fucking no-go. You want to blow a hole in the ground? Fuck you, asshole!

#35 Posted by Hunter5024 (5555 posts) -

I made a list about this. Though it's semi sarcastic, and includes things other than mechanics. I think there is merit in nearly every mechanic if it's done right. When there are some that people find frustrating then it's probably just because it's done bad or it clashes with the feel of the rest of the game.

#36 Posted by Bell_End (1208 posts) -

Lines of dialogue that repeat after you die everytime.

#37 Posted by _Zombie_ (1462 posts) -

@Bell_End said:

Lines of dialogue that repeat after you die everytime.

Arkham City, I take it?

#38 Posted by bio595 (307 posts) -

Not being able to quicksave, I want to be able to press F5 whenever the fuck I want even if I'm on a console.

Limited saves. I hate when I quicksave it overwrites the previous quicksave. I have a terabyte harddrive come on!

#39 Posted by Zleunamme (652 posts) -

I'm sick of quick time events. I know that most games want to keep players engaged during cut scenes. It sucks that the games punishes you for not being fast enough to mash a button.

Holding more than one button to walk/run. An example is Heavy Rain. Pushing the analog stick and holding L2 at the same time just to walk is dumb. That didn't help in situation where time is the essence.

Snapping to cover to a surface that wasn't meant to do that. For example, you are behind a broken wall and if you want to hit the enemy. There is an extra chunk of wall on either side that takes the bullet and you can't shoot over it if you switch to first person view.

Heath items that get consumed even if you are at full health. You select the item by accident and now you're one heath aide short.

For PS3 games, achievements for collecting more than one hundred of something only to get a bronze. The same for collecting all the costumes in a game that required to be purchased with in game money. Only to get a bronze trophy.

Unlocking concept art as a reward for collecting stuff. Especially boring stuff like background paintings.

That is all I can think of for now.

#40 Posted by davidwitten22 (1708 posts) -

Platforming elements being forced into games where they don't belong. If I'm playing a survival horror game I'm not very interested in inching my way across a very thin bridge because the controls are bad and not meant to perform such an action. Also I hate enemies with riot shields. That's not really a game mechanic but really, fuck those guys.

#41 Posted by phrali (646 posts) -

mashing a button to sprint instead of holding it down. Im looking at you rockstar

#42 Posted by Tonylope (186 posts) -

Limited lives, they are so unnecessary.

#43 Edited by UitDeToekomst (705 posts) -

timed decision-making of dialogue choices, which I guess is a form or variation of a Quick Time Event, in essence. In fact, anything with a timer that is not a racing game. i don't like the pressure of being rushed. I have enough grey hair already.

#44 Posted by FritzDude (2256 posts) -

The animations Bioware are using. At this point all I can see is the person performing the motion capturing. Maybe it's partially my fault because I've played them all excessively and it has become more noteworthy.

#45 Posted by Tordah (2471 posts) -

Checkpoints leading into an unskippable cutscene followed by a difficult combat scenario...

#46 Posted by Stonyman65 (2609 posts) -

@Baillie said:

The hell is a jump puzzle?

Ever play Half-Life, or other shooters from that era? Remember having to do all those dumb parts where you had to jump on ledges and such, or jump to specific points to advance in the game?

That's a jump puzzle. They stopped doing that in games for a reason. I great example of a jump puzzle is this: http://www.youtube.com/watch?v=rcypfn6nl0g

#47 Edited by Moonshadow101 (559 posts) -

Every time I'm reminded that Quick Time Events aren't already dead, it's really shocking. You have to wonder what mindset the developers were in when they decided that a QTE was the proper way to handle a dramatic event.

Generally speaking, game designers face a very dire question of "What can we give the player to do?" The need for some sort of variation in answering this question often leads to awful game mechanics, like awkward turret sequences and jamming buttons to open doors. I think, when asking this question, many designers need to be a bit more discerning about which answers are good enough to warrant being implemented and which ones should be left out.

On an opposing note, I'm going to come out in favor of both weapon durability and encumbrance. The assumption that these mechanics stem purely from some delusional pursuit of "realism" is a misconception. While different games use them differently, they most often exist to force player the make decisions on a micro-level. Saving a good weapon for later, choosing not to pick up the iron armor because it's not worth carrying, these are small, incremental decisions that are part of the difference between playing a game and simply watching one. They can also allow for weapons to be balanced on standards other than simply level-based stat allocation: if Fallout 3/NV's "Big Guns" weren't all unreasonably heavy, they'd fill a very different space in the overall balance of the game. In Bethesda games particularly, where every character's clothing is literally represented as an item, I think encumbrance is particularly important. You're simply not intended to strip naked every single bandit that crosses your path.

Now, I feel the need to address the idea that these things should be able to be toggled on and off. I'm not inherently opposed to the notion: in an ideal world, this would be fine. However, there are two things to consider: first, if they can be turned off, the developers can no longer use them as a tool in any way (the "Heavy Weapons" balance example above being one example of such a usage.) Additionally, I worry that allowing them to be toggled off will cause the designers to make decisions based on the assumption that these things will be turned off. This will inevitably create a situation in which turning them on doesn't just replicate "how things used to be," but actually makes things worse. A good example of this is the dynamic objective markers in Skyrim. Morrowind didn't have floating arrows in the environment telling you where things were, so you had to rely on the directions provided by NPCs. Skyrim has floating arrows, which "hardcore" players can supposedly disable... except, NPCs no longer give you directions. Ever. That's not to say that things are hard to find in Skyrim: Bethesda isn't stupid, and they've compensated for that fact that nobody ever gives directions by never requiring you to go anywhere without dropping a blacked-out version of the map location exactly where it is. But the very specific experience of being told that your destination is "North of X landmark, West of Y landmark" and actually trying to find it from there is entirely gone. They're struggling to reconcile this new hand-holding approach that's given them so much success with the older, more thought-intensive (and yes, more "realistic") ways of doing things. The ideal world where toggles can let players flip between the two design paths doesn't appear to be entirely realistic.

Limited lives also has a place in gaming. In games like Geometry Wars, lives being used as a barrier to progression is an important part of the game. They essentially serve the same purpose that "Damage" serves in most other games, and if you're going to argue that damage is stupid and everybody should be invincible all the time, then that's a very different conversation. Lives aren't always used in an appropriate manner these days (Mario.) but they're not something to be dismissed out of hand.

#48 Edited by JoeyRavn (4950 posts) -

@DoctorWelch said:

None, because it all depends what game that mechanic is in and how it is implemented.

What about lives in Mario games? They are there just for the sake of being there, but serve no actual purpose to the game. When your progress began to be saved, lives became pointless. In Super Mario 3D Land you can get 1110 lives... what for, I don't know. Just get rid of the lives system altogether and give the player something else in reward for coins.

@Lunar_Aura said:

Selective destruction physics. Whoa you just tore that building to bits but that carton of orange juice? Yeah, that's not gonna break.

Also, this. I was playing L.A. Noire last week and I couldn't believe I couldn't smash through fences, wooden poles and such things. Even gates were impossible to go through, unless they were "unlocked" and the game wanted you to go through that path. For fuck's sake, I'm ramming a car into this stupid clothes line. It should go down.

#49 Posted by eroticfishcake (7782 posts) -

@FritzDude said:

The animations Bioware are using. At this point all I can see is the person performing the motion capturing. Maybe it's partially my fault because I've played them all excessively and it has become more noteworthy.

I'm sure it's not true but in my head all of their games since Mass Effect have been you using the same animations over and over again. It's really apparent when you're in conversation mode with someone and when it ends the person walking away does a characteristic turn-head-in-one-swooping-motion and trundling off. Also that throw-up-a-hand motion when the a character is giving out or something. All made the more odd by the fact that Bioware can't really render people since they look a little plastic-y.

#50 Posted by TaliciaDragonsong (8698 posts) -

Timers mostly. 
 
If they make sense (Pikmin 1, Dead Rising) I could cope but there's some games (Renegade Ops) where timers just kill my fun and limit the gameplay.