• Caveman@lemmy.world
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    1 hour ago

    Exponentially growing requirements that out pace rewards. I don’t want to spend 10 hours grinding just to level up.

  • Solitaire20X6@sh.itjust.works
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    2 hours ago

    Fragile world-spanning deliveries.

    Silksong has me screaming over them, 10 - 20 minutes of walking and one too many smacks at the end ruins it. And then there’s the one that’s also timed!

    But to be fair, most of Silksong gets me yelling at the TV on the regular! I love it and hate it!

  • Strider@lemmy.world
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    5 hours ago

    Achievements.

    I want to enjoy the game, not artificial milestones for bragging rights.

    • Captain Aggravated@sh.itjust.works
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      2 hours ago

      Eh, these can be implemented well or badly.

      Look at Subnautica’s achievements. There are seventeen total, seven of them are triggered by events required to beat the game, 5 are triggered by non-required but main path “players will do this” story beats, and 3 are “engage in a major advertised featuer that are technically possible to skip.” The last two are “play with this little bonus feature we included.”

      I’m quite fond of a couple achievements for Half-Life 2 Episode 1 and 2, which are basically challenge runs. “The One Free Bullet” which challenges the player to beat the game having fired only one round from a gun (the crowbar, grenades, rocket launcher, crossbow I think, and gravity gun don’t count as “bullets”) and Little Rocket Man, an achievement for carrying a garden gnome from the beginning of the game all the way to the end and placing him in the rocket.

      Possibly my favorite achievement in all of gaming history has to be in Portal 2. At the beginning of a chapter, PotatOS says “Well, this is the part where he kills us.” And you land on a platform surrounded by spikes and Wheatley says “Hello! This is the part where I kill you!” And then the chapter heading reading “Chapter 9: The Part Where He Kills You” flashes on screen. And then you get an achievement for “The Part Where He Kills You: This is that part.”

    • weeeeum@lemmy.world
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      2 hours ago

      Depends if the achievements are good. A boring and bad achievment is something that is simply tedious, and isn’t hard. Like jumping in a specific spot 200 times. That’s stupid as hell.

      I think a good achievement is “beat level without X ability”. Something that forces you to adapt and change your playstyle.

      I also don’t think games should have hundreds or THOUSANDS of achievements, cause accomplishisng any of them feels like pissing in the wind.

      Id much rather have 50 super difficult achievements, so each one feels impactful and rewarding.

  • defuse959@lemmy.dbzer0.com
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    5 hours ago

    Survival crafting. I spend my real life days trying to keep up on sheltering and feeding myself. I don’t want to “relax” by punching trees to make a fire to cook a bird I punched to death.

    The pervasiveness of this in every game has limited the content I engage with the last 10 or so years. Everyone started chasing that Minecraft money and now it’s Ubi-fied into just about every mainstream title.

    I don’t want to forge new weapons. I want to find them in a chest or earn them by killing a boss. I have bounced off of so many games the moment they ask me to learn a system of crafting. Keep that in it’s own genre and stop padding games out with repetitive busy work.

    • weeeeum@lemmy.world
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      2 hours ago

      I CANNOT agree more. Its just filler. I dont wanna backtrack to the middle of fucking nowhere for this resource that can only be found there. I hate fetch quests in games, and in survival crafting games, the entire game is a fetch quest

    • ShaggySnacks@lemmy.myserv.one
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      3 hours ago

      Oh yeah classic arcade/rental game bullshit.

      1st level, easy peasy.
      2nd level, okay that was a little tough.
      3rd, WHAT THE FUCK!? This level is complete bullshit.

    • invertedspear@lemmy.zip
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      6 hours ago

      Gauntlet in the arcade was the worst. Not only did enemies reduce your health, so did time. You were effectively bleeding out and propping yourself up with quarters.

    • Jerkface (any/all)@lemmy.ca
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      8 hours ago

      “Deliberately?” Like they’re sitting there in their scrum chortling over each new feature they can cook up that makes things difficult for disabled people?

  • pishadoot@sh.itjust.works
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    22 hours ago

    Stat/EXP loss on death.

    Unskippable cut scenes, especially before a boss. I want to play on hard difficulty, which means I WILL die to bosses. Do not force me to watch that shit 5+ times or I’m out like trout.

    • Solitaire20X6@sh.itjust.works
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      2 hours ago

      When I first started Silksong and noticed my Silk upgrades were gone after death, I first thought they were gone for good. I thought a particular monster had eaten them, sort of like one of the bosses in Demon’s Souls, who can steal your character levels (or so I read, I never got to him).

      Thank goodness Team Cherry at least held back here! You get them back when you find and smash the cocoon at your point of death.

      And +1 for runbacks, also hair-pulling in Silksong. I never thought I’d be able to get through Bilewater.

    • funkless_eck@sh.itjust.works
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      19 hours ago

      metroidvania boss walk backs are the worst kind of unskippable cutscene. Oh yeah I’d love to kill the same 3 ads and ride an elevator for 30 seconds

    • Yaky@slrpnk.net
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      17 hours ago

      The Messenger does something similar but in a different way: dying summons a demon that eats any coins that the player collects for the next minute. I already suck, and now the game is punishing me by delaying upgrades.