First one that comes to my mind is having to travel with an NPC and our walk/run speeds don’t match.

  • wagesj45@kbin.social
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    1 year ago

    Anything in a menu that you have to do a lot, but still requires multiple inputs to achieve. Think resource management in No Man’s Sky or Dark Souls. Crucial to the game, but breaks your flow over and over again.

  • stopthatgirl7@kbin.social
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    1 year ago

    Not being able to pause and rewind cutscenes. I’ve got ADHD and my attention wanders even if I’m interested in something. Let me rewind to see what I missed when my brain seeking dopamine told me to check my phone.

    And being forced to walk slowly in a scene for reasons. It’s not fun; it’s frustrating.

    • Davel23@kbin.social
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      1 year ago

      Or, similarly, choosing a dialog option just to have your character say something which is at best tangentially related in meaning/tone.

  • wryan@kbin.social
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    1 year ago

    A nice post prompt, OP. To start, and to riff off yours, I’d say games that don’t have a run option, and insist on a milquetoast in between of “fast-walking.” Here are mine that I can think of from some of the most recent games I’ve played:

    –No third-person viewing option in an RPG; e.g., Cyberpunk 2077. After readily having the option in my hundreds of combined hours in Skyrim and FO, it felt preposterous not having the option to view my character at will. Crazy.

    –Needlessly loud start menu music or fx leading to the title screen

    –I’m doubtful there’s any sort of terminology for this, but, mission-style games that don’t make any attempt to establish a linear, interlocking world. E.g., Nioh. It’s very souls-like overall, but I really wish this aspect of the game was more like a From game in this regard.

    Might edit in some more if this post stays active.

  • CarlsIII@kbin.social
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    1 year ago

    When I load up a game on just to see what it’s like and it has a bunch of story up front. I just don’t have the patience anymore.

  • Merlu@kbin.social
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    1 year ago

    -The save points just before a cutscene, so if you die, you are forced to watch the said cutscene again and again.

    -When characters are discussing, they say what the player is supposed to do. Dude, i’m the one who’s supposed to do so, not the guy you’re talking with.

  • celeste@kbin.social
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    1 year ago

    Not having quick easy saves whenever it would be easy to do. There are times when it can’t be implemented for a good reason (a bad reason would be to make the game harder. sure ok but that’s such a boring way to do that) and it’s fine but i still might quit playing the game forever when i realize my cat launching herself on the keyboard somehow closed all my programs. there goes that whole pain in the ass boss fight.

  • weremacaque@kbin.social
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    11 months ago

    Sequels having less features than the previous game without being a complete enough experience that you could ignore it. If they got rid of a lot of shallow features to focus more in-depth on others, that’s understandable.

  • M. Forester@rollenspiel.social
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    1 year ago

    @daredevil oh and also cutscenes every two minutes.
    I tried to replay Max Payne 3 recently and it’s intolerable. You never get time enough to get into any kind of flow. Even though the actual gameplay is fun, I put it down after an hour or so (and about thirty cutscenes up to that point). 😩

    • daredevil@kbin.socialOP
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      1 year ago

      I couldn’t agree more. There’s a time for story and exposition, and a time for gameplay. Developers who don’t let the player flow in either direction create a very jarring experience. It totally breaks the immersion.