"It's Always Been Done This Way" What's your most disliked game element we can't seem to escape?

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.
 
Escort missions.

I can actually go babysit a little shit in real life AND get paid for it.
A majority of those pretty much died out by the 8th generation or did not insta fail you.

Unskippable cutscenes/story segments: i'm completely fine with cinematic and story-heavy games. but please give me the option to move forward and not have to wait for something to happen while doing nothing. especially when you're playing the game a second time and already know the story
I remember talking to a guy and he told me it was a "you problem" for people who wanted this option. I'm sorry, but if i'm done with your story and I just wanna focus on the gameplay.Let me skip this stuff or not do forced walking sections again. Yes, I love your story, but i'm replaying this for the addictive gameplay and don't waste my time for stuff I don't wanna do again.

DLC Characters in fighting games. Before games connected to internet era there was only one way to unlock characters in game... PLAY THIS GAME. now you must open your wallet. I would rather have 3 tekkens or mk in 6 years with new characters than one for 10 ten years with dlc characters.
Before that, you would have to buy the upgraded version of a fighting game. Sometimes you would get a discount other times you would pay almost the same price or even more so. It's a case I pick your poison. Especially if we're talking all things Capcom.
This one might be a bit controversial but: Fighting game inputs. It sucks that a lot of older games had hard inputs just to do a super move.
CPU input reading. Not all, but many fighting games still do this. But it's to a much lesser degree. That's the only problem with going back and playing old fighting games and doing the arcade mode.
 
A lot of the ones mentioned bug me, but one I didn't see mentioned is crafting. I can't stand it. Ever since Minecraft came out, crafting systems have been shoved into pretty much every genre of game you can think of. It's just such a tedious, unfun game mechanic that feels like it exists just to pad out games. As soon as I read crafting system in a game's description I immediately nope right out of it. Skyrim was the game that finally made me sick of them. I remember one day I'd played Skyrim for like 3 or 4 hours and suddenly I realized all I'd done in that time was craft stuff and rearrange my inventory and I turned the game off and never played it again and I've kind of hated games with crafting ever since.
 
A lot of indie games keep putting rouge like/lite in to nearly every other genre now. I don't need this.Many variations of the same thing, and it's infecting brawlers now too. It's not that bad, but whenever there's a brawler with a rogue like I usually say no thank you. I hate the runbacks for these games, or they just boil down to a procedural generation of some kind. Absolum is beautiful to look at and has a great soundtrack, but it should not have been a rogue like.
 
Unskippable cutscenes/story segments: i'm completely fine with cinematic and story-heavy games. but please give me the option to move forward and not have to wait for something to happen while doing nothing. especially when you're playing the game a second time and already know the story
True! Especially if the game has a long intro. On a second play through you should be able to skip the whole intro. RE 7 & 8 come to mind as something that would improve a lot for replays
 
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Auto-save without our consent. We are forced to make manual backups of our savegames because this can damage our playthroughs.
 
DLC Characters in fighting games. Before games connected to internet era there was only one way to unlock characters in game... PLAY THIS GAME. now you must open your wallet. I would rather have 3 tekkens or mk in 6 years with new characters than one for 10 ten years with dlc characters.
especially sucks/feels scummy when the dlc characters are some of the best characters in the game so the player base is incentivized to purchase the dlc. that always rubbed me the wrong way. looking at you smash ultimate...
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Ice physics and oxygen meters.
sonic 2 water levels have me stressing. especially when tails steals my damn air bubble
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Microtransactions in singleplayer. F that noise!
genuine disgust when i had first saw micro transactions in AC Origins that just let you level up faster in single player. like why??? who wants/needs this???
 
Combos & cinematic supers in fighting games (particularly recent ones) seem to get plenty of attention from both players and developers, but I never got the appeal. One of the most interesting parts of playing or watching matches is the back-and-forth between the players (spacing, mind games, etc.) Not saying that these aspects don't exist in those fighting games, but the result of a player getting a hit is often a string of moves that lasts far too long before both fighters have control again. Kinda feels like if I had my favorite dessert after dinner every day. It's interesting the first few times, then it becomes mundane, and after a while I wish I could have literally anything else.
 
Combos & cinematic supers in fighting games (particularly recent ones) seem to get plenty of attention from both players and developers, but I never got the appeal. One of the most interesting parts of playing or watching matches is the back-and-forth between the players (spacing, mind games, etc.) Not saying that these aspects don't exist in those fighting games, but the result of a player getting a hit is often a string of moves that lasts far too long before both fighters have control again. Kinda feels like if I had my favorite dessert after dinner every day. It's interesting the first few times, then it becomes mundane, and after a while I wish I could have literally anything else.
A majority of that can be solved by not doing the level three super, just sticking with the install super, or doing the level one variations. It's done a very fun game to game, but I usually don't see this as an issue at most. Who do use the cinematic supers? Use it at the end, or when a player's about to be on their last bit of health. Yes, it can get repetitive sometimes, but you have to be playing like crazy or watching the same footage over.
 

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