- Joined
- Mar 26, 2026
- Messages
- 13
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- 12 posts
- Reaction score
- 26
- Points
- 27
Stealth segments in non-stealth games. Never well done. The games don't support stealth and don't have the proper mechanics to make it work so they end up being the most infuriating parts of those games.
Non-gameplay disguised as gameplay. Walking and talking sections, wall climbing in games like norse God of War, QTE's that can't be failed or have no consequence if failed, etc.
Just make it a skippable cutscene and quit wasting my time.
Miss and crit chances in turn-based combat. This is probably the most "It's always been done this way" which makes my blood boil. Thanks, DND, for birthing an entire genre full of possibilities but then undermining it with one of your core mechanics. I can unfortunately only dream that one day deterministic combat can become the norm.
Non-gameplay disguised as gameplay. Walking and talking sections, wall climbing in games like norse God of War, QTE's that can't be failed or have no consequence if failed, etc.
Just make it a skippable cutscene and quit wasting my time.
Miss and crit chances in turn-based combat. This is probably the most "It's always been done this way" which makes my blood boil. Thanks, DND, for birthing an entire genre full of possibilities but then undermining it with one of your core mechanics. I can unfortunately only dream that one day deterministic combat can become the norm.
