Pet Peeves in video games

I don't like the pre-drawn portraits in CRPGs. Most of the time they don't match how my characters looks in-game. BG3 did this right by showing your actual face in the portraits and I hope this becomes the norm moving forward.

Also, in a lot of NES era games (especially side-scrollers) enemies respawns within seconds of killing them. Completely ruins the pacing.
 
My nitpick is that: I prefer having a protagonist with a canon name than inserting myself in the plot.
Same, I get way more immersed into the world with cannon protagonists than OC character creator protagonists. I can feel the struggles and sympathize with characters like Adam Jensen(Deus ex reboot), Marcus Fenix(Gears of War), and Clive Rosfield(Final Fantasy 16). With my OC protagonists I feel like they are my children I created and it ruins the vibes of a lot of games for me.
 
My nitpick is that: I prefer having a protagonist with a canon name than inserting myself in the plot.
Agreed, any game that asked me to name a protagonist, I'd try to find the canon name first.
If it's not available, I would throw in the name of the protagonist of the same sex of the previous game I play.
I finished the first Persona 3 playthrough with the MC, Kratos Kratos.
 
Games that are linear and put a ton of space or cutscenes between you and a boss you're going to get filtered by. I recently played through the MGS games for the first time and there were some times where it was just frustrating. I've seen modern games do it too. The place I see it most anymore is in Horror games especially indie ones, like please homie I promise I don't want to walk through this area again.
 
My nitpick is that: I prefer having a protagonist with a canon name than inserting myself in the plot.
What's funny is that in Dragon Quest apparently each protagonist have an actual canon name only told in extra material.

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I personally never liked the self-insertion that games insist on. For some reason I could never truly fantasize myself as the protagonist unless they're completely featureless. Most games I play try to be a player fantasy and I always end up going:

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For a MMO type of game I understand. For Solo less so.

Also in some games they make the protagonist non-binary (or ambiguous looking) to make them more relatable/self-insertable (like in Undertale and Deltarune) but I feel even less connected than if I had a default "choose a boy or a girl" like in Pokémon or any other RPG kind of game.

Even a default female character is fine to me even if she's an actual speaking character.
 
My gaming nitpick is that I never named my characters Nit and have them pick up stuff. Would’ve been funny.
 
This has always been a personal gripe, but I hate when the interact button is the same as the jump button. It makes me look like an idiot when I try to open a door.
 
This has always been a personal gripe, but I hate when the interact button is the same as the jump button. It makes me look like an idiot when I try to open a door.
That's a big game design mistake imo.

Like FFXV as I heard.


Mine is when an action has a 1.5 second of having a button pressed instead of just pressing it once.

Hold E to open the door is a thing I dislike about modern games.
 
Undertale needed a run button
As much as I never play it I find it baffling that a Roleplaying game made in the 2010's lack a dedicated run button when they started adding one for at least a decade.

I know it's a game meant to replicate 8/16-bits JRPG (especially Mother) but damn, just let some modern QoL elements.

Imagine if an indie JRPG game had a Stair prompt like in Dragon Quest on the Famicom.
 
Cutscenes should always be skippable, including intro cutscenes. If I can't get to the actual gameplay in minutes flat the game is doing something wrong.
 
Cutscenes should always be skippable, including intro cutscenes. If I can't get to the actual gameplay in minutes flat the game is doing something wrong.
My other nitpick is the "first time starting cinematic".

So it means that even with a new game you can no longer have that special one...

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This title screen is only when you start the game for the first time (or after finishing the game).

Or else you'll see that
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Any FPS that gives me the infamous "Right stick to strafe, left to turn" is out of the question, Right being for looks is the new standard for a reason
 
I can't stand it when games require you to traverse to a specific location to save your game. If it's a level-based game where you can only save between levels, I'm a little more willing to tolerate that.

I'd almost say I prefer being able to save whenever, wherever, but it's too easy to end up in unwinnable situations if this is the only type of saving a game has. A hybrid system where you have "safe" autosaves you can roll back to in addition to quicksaves would be ideal, IMO.
 
One of my biggest pet peeves is when games want to be huge in scale but have so little content to justify having a map that big. I remember playing Dying Light and I immediately started seeing the same sort of rooms and the same loot over and over. Exploration is something I love in games and when it just boils down to seeing the same thing over and over I feel like games are just wasting my time
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i hate unskippable tutorials
Unskippable long tutorials have ruined may replays and even some first time play throughs.
 
My other nitpick is the "first time starting cinematic".

So it means that even with a new game you can no longer have that special one...

This is why they need to bring back the attract mode cutscene! It worked, even on consoles, for a long time.
 
What’s Your Least Favorite Recurring Gimmick or Trope in Video Games?

So over on RA we were discussing this topic and I wanted to get your opinions here at RGT. Whether it’s a poorly designed mission, an overused narrative device, or a gameplay choice that feels more frustrating than fun, certain tropes have a way of getting under our skin. For me, there are a few recurring gimmicks that consistently test my patience.


These undoubtedly get under my skin while playing.

Escort Missions

Escort missions often involve protecting an AI-controlled character who moves slowly, makes poor decisions, or gets stuck in dangerous situations. This can lead to frustration, especially if the mission fails due to the AI’s incompetence rather than the player's skill.

Fetch Quests
Fetch quests can feel like padding, requiring players to collect arbitrary items with little narrative or gameplay payoff. When overused, they can make the game feel repetitive and uninspired.

Forced Stealth Sections
I'll say I love stealth games but not forced stealth. When stealth mechanics are tacked onto games that aren’t designed for them, it can feel clunky and frustrating.

Overused Quick-Time Events (QTEs)
QTEs can feel like a lazy way to add interactivity to cutscenes or action sequences. If overused, they can make gameplay feel less engaging and more like a series of button prompts.

Artificial Difficulty Spikes
Sudden, unexplained difficulty spikes can feel unfair and discourage players, especially if they’re not given the tools or information to overcome the challenge. Now I do like hard games and challenges just not when its implemented in the way described above.

The “Chosen One” Trope
While not inherently bad, the “chosen one” narrative can feel overused and predictable.
Star Wars Penguin GIF by Pudgy Penguins


These tropes aren’t always bad and they can work well when implemented thoughtfully. But when done poorly, they can really drag down an otherwise great game. What about you? What’s your least favorite recurring gimmick or trope in video games? Let’s discuss it!
 
Ah yes, great topic
Trailing missions: one of the most annoying missions ever made (especially in Assassin's Creed), I would rather play something else than stalking a slowass snail that pauses every 10 SECONDS just to get to the location

Hidden paths: as much as I like Metroidvania, some of these hidden paths can be a bit…too hidden. It's one of the reasons why I couldn't finish Super Metroid, even though I still love that game

Backtracking: another Metroidvania related (sorry) and it's pretty self explanatory…kinda. If it's not too constant and can actually give me something really valuable to progress, then I won't mind as much
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What is RA?

Anyway, I dislike timers in general and hunger/thirst meters are a giant turnoff to me, which I guess are timers in a way.
Retroachievements I think
 
Definitively fetch quests and escort missions. Escort missions where the escort is controlled by AI and can die are the worst. Games chock full of simple fetch quests are generally boring, but they can be ok if they are used sparingly.
 
Unskippable cutscenes and animations. Another thing I hate is when the set-up is too long. I get the need for an intro to set the stage and a brief tutorial if your game's mechanics are unusual but if I'm not playing the game proper within 20 minutes I am mightily cheesed off.
 
Bloated crafting systems that require me to farm 20 bear asses to upgrade my damage by 5% or hold 2 more shots.

Forced stealth section in games where the mechanics are not suited for stealth too. Oh, how many Return to Castle Wolfenstein playthroughs I've cut very short because of this.
 

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