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Gaming Pet Peeves (slrpnk.net)

What are some things that just get under your skin about games?

For me, it's games that do not allow controller rebinding. I have neuropathy and my fingers don't all work. If I can't rebind buttons so that I have necessary moves (for example: parry) be on buttons I can reliably press the entire game becomes unplayable.

And on console, where I can't refund a game after I downloaded it (fuck you Sony) then it really screws me over wasting what limited funds I have on games I just can't play.

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[-] SpaceXplorer_8042@lemmy.zip 26 points 2 weeks ago
  • Follow this character to the objective
  • Walking
  • Too slow
  • Running
  • Too fast

jfkajfADAHSVb

[-] RogueBanana@piefed.zip 10 points 2 weeks ago

And then there are games that seamlessly matches your pace and animation with the NPC once you get close to them. cooms

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[-] Maiq@piefed.social 22 points 2 weeks ago

Games that wont let you quit to desktop in game.

[-] SpaceXplorer_8042@lemmy.zip 5 points 2 weeks ago

Alaternatively, PUBG lets you quit to desktop from the in-game pause menu, and I've hit it accidentally so many times.

[-] Doc_Crankenstein@slrpnk.net 3 points 2 weeks ago* (last edited 2 weeks ago)

*flashbacks to The Forest pause menu having the exit game button in the same place as the back button*

So many times I backed out of settings by double clicking and accidentally closed the entire game and thus the multiplayer lobby I was hosting

[-] Ashtear@piefed.social 4 points 2 weeks ago

I've noticed this is especially bad in Japanese games for whatever reason.

[-] Pika@sh.itjust.works 13 points 2 weeks ago* (last edited 2 weeks ago)

unpausable cutscenes. Nothing bugs me more than getting interrupted in the middle of a cutscene and not being able to press escape to pause the cutscene. You're forced to try to split your attention between what interrupted you and the cutscene or restart and see the cutscene from the beginning again.

Extra annoyance points if escape immediately skips the cutscene without any indication it's going to.

[-] Doc_Crankenstein@slrpnk.net 5 points 2 weeks ago

All this. Everyone focuses on not being able to skip a cutscene but not being able to pause it is even worse for me, especially when trying to pause actually does skip the cutscene.

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[-] Cethin@lemmy.zip 2 points 2 weeks ago

I never pause cuscenes, not because I don't want to ever but because I'm always afraid I'll skip it instead.

[-] BurgerBaron@piefed.social 1 points 2 weeks ago

Extra annoyance points if escape immediately skips the cutscene without any indication it’s going to.

Rage inducing absolutely.

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[-] Kolanaki@pawb.social 11 points 2 weeks ago
  • No quit button or hiding it in the settings menus

  • No ability to rebind controls

  • Endless, unskippable intro videos

  • Taking control away to have a cutscene that is all dialogue and no action that could have just as easily been something you control as you walk and listen. Especially if it's not even an in-engine, real-time scripted thing but a pre-rendered video that doesn't even show your actual character as you have them dressed.

  • FOMO and most MTX in general.

  • No ping/latency stats for everyone on the server

[-] Broadfern@lemmy.world 6 points 2 weeks ago

Unskippable cutscenes absolutely need to die. Even on the first playthrough - give me the info I need in a notes section or something, but do not waste my limited time on this coil with slow “exposition.”

I usually quit those when they get too grating and move on, but it’s frustrating nonetheless.

[-] SpaceXplorer_8042@lemmy.zip 2 points 2 weeks ago

I'd say that viewing cutscenes on your first playthrough is appreciating the artistic intent that goes behind it.

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[-] Broadfern@lemmy.world 10 points 2 weeks ago

Lack of accessibility options, not unlike you.

Most games are better about this now, but subtitles, difficulty options, and the ability to turn off flashing lights are critical to the point I can’t play for long, sometimes at all without them.

[-] Doc_Crankenstein@slrpnk.net 4 points 2 weeks ago

Thank you for saying difficulty as an accessibility feature. So many people think difficulty is something inherent to a game's design but completely miss the fact that difficulty is subjective.

Every game should have difficulty options. No exceptions.

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[-] Lembot_0005@lemy.lol 7 points 2 weeks ago

Showing a long plot-explaining intro right after start, before I have a chance to get to "options" and set the resolution, subtitles, etc. I also "love" unskippable short logo videos at start. And a few screens with only "press any button to continue".

[-] Doc_Crankenstein@slrpnk.net 2 points 2 weeks ago

Unskipable splash screens are the worst.

[-] Infrapink@thebrainbin.org 7 points 2 weeks ago

Needing to log into an online account to play a single-player game.

When a single-player game keeps pausing to tell me it can't connect to the server.

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[-] Davel23@fedia.io 5 points 2 weeks ago

Overly-long, unskippable credits.

[-] kelpie_returns@lemmy.world 4 points 2 weeks ago* (last edited 2 weeks ago)

Artificial difficulty. If I can only finish a game by grinding for hours on end or after endless tedious fetch quests, I am going to be very disappointed. Like there'd better be something else real strong in the title's favor or I'm likely to drop it altogether.

There was a time when making games more difficult by way of time investment made more sense from a design angle, but that time has long since passed. It's just lazy design in 9/10 cases these days.

[-] M1ch431@slrpnk.net 4 points 2 weeks ago* (last edited 2 weeks ago)

I'm left-handed. Key rebinding has gotten better in some ways throughout the evolution of gaming, but it has recently regressed in the past few years.

I make custom layouts for every game I play. IJKL to move, Semicolon to sprint, Quote to crouch, M to interact, etc. I find many games where "I" is hard-bound to inventory, some bindings overlap keys I've bound with no way of fixing without going outside the game, some keys are unable to rebound entirely in-game, some keybindings menus require jank to actually work, some keybindings menus completely glitch out as I change entries, some games require .ini edits, some keys seem like they are working fine rebound, but completely bug out in unique ways, some games allow keys to be bound with modifiers (e.g. Shift + Mouse Button) and some don't, and so forth.

It's very frustrating. I can only imagine what people with physical disabilities and assistive devices deal with if it's this hard for me. I've tried using my right-hand for my mouse and WASD, but I get way too much pain doing so - even if I could properly learn to use a computer and game that way. I can't use WASD and my left-hand on the mouse as it is incredibly painful.

I just have to imagine this is all the case because QA is nonexistent and developers are overworked.

[-] badabim@lemmy.world 2 points 2 weeks ago

It's also pretty bad when you're not using QWERTY layouts.

[-] Widdershins@lemmy.world 4 points 2 weeks ago

I want to GIT GUD but I'm not the kind of person who can dodge and parry while managing a stamina bar. ER and DS games look awesome but I really can't do much sightseeing in them. I tried Demon's Souls, Dark Souls 3, and Elden Ring and in all of them I hit a wall against the first miniboss who I should be learning to parry on. I've always leaned toward dodging taking priority before parrying and a stamina bar limits that.

I recently played through Ghost of Tsushima and parried a thousand cuts. The game doesn't have stamina though. I understand stamina as a game mechanic but find all it adds is tedium. There's what I believe to be some good games hiding behind a stamina bar. I can enjoy the games until the stamina bar runs out and then I'll be thinking about enjoying a different game.

[-] JackbyDev@programming.dev 1 points 2 weeks ago

The thing I hate about parrying games is that there's rarely ever any consistency about what you can and cannot parry and also never any way for you to learn if you're parrying too early or too soon or what.

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[-] missingno@fedia.io 3 points 2 weeks ago

Points of no return and anything else that's permanently missable. No, I am not doing a second playthrough of a 100 hour JRPG.

[-] thatradomguy@lemmy.world 3 points 2 weeks ago

If the game supports voice chat in-game, then it is not ok to play background music while talking in-game. Just mute yourself and don't make us listen. It's the same as people walking around neighborhood and blasting their music from their phone as if they're the only ones with ears.

[-] AstroLightz@lemmy.world 3 points 2 weeks ago

Currently, I'm replaying The Witcher 3, and the main annoyance I'm having right now is not being able to pause during timed choices (and timed choice are a whole other problem in games too).

You can pause during non-time-sensitive dialog choices, but not during timed ones. I don't know why they specifically deny pausing for those. Maybe to prevent people from pausing and thinking it out? But, some of these times sensitive choices greatly effect the story. I want to be able to think about these choices when they effect the story.

[-] Devial@discuss.online 3 points 2 weeks ago

I mean that is kinda exactly what the developers want to provoke with timed dialogue choices. Timed dialogue choices are a game design mechanic to try and get a player to answer on instinct/gut feeling, rather than over analysing and trying to optimise the dialogue.

You not getting to think about it long is very much the intended effect, and allowing a pause would entirely defeat it.

There are of course definite accessibility concerns that should be considered and worked around, such as people with dyslexia who may not be able to properly parse the dialogue options before the timer runs out, but as a game mechanic I think forcing the player to pick on instinct definitely has merit. It helps make the game more immersive, because it puts you under the same pressure to react as your character is in the story right now, and it can lead to more interesting and ultimately enjoyable games by forcing players to potentially make a mistake, and having to find out a way to deal with the fallout.

[-] Devial@discuss.online 3 points 2 weeks ago* (last edited 2 weeks ago)

Games that don't allow you to pause and skip cutscenes.

I don't want to have to miss half of the cutscenes just because someone interrupted me or the phone rang or something half way through. Alternatively, when I'm on my 23rd replay of a game, I do not want to have to sit through every cutscenes I already know by heart.

Oh, and modern games that allow manual saving at any time, not having any kind of regular auto save (looking at you here BG3).

If you're fine from a gameplay pov with having the player save whenever, then there's really no good reason whatsoever to not have one or two auto save slots that get saved every 10-20 minutes or so, at least as an option in the menu. ESPECIALLY in open world games (like BG3...) where you can easily go literal hours at a time without hitting a checkpoint save. And yes, I am still salty over learning about BG3's lack of regular auto save when I lost like 2.5 hours of progress on my first run.

[-] pasdechance@jlai.lu 2 points 2 weeks ago
  • No quick restart options for arcade-style games like shmups
  • Games that end up being too easy once you unlock of figure out one mechanic or technique like dash-dodge or iframe rolling and now the entire game is just the same loop
  • Unskippable or long intros or cutscenes (I sold Guilty Gear Strive because of that eagle thing...)
  • The spam garbage ripoffs on the Nintendo eShop that shouldn't be there
  • Code in a box
  • When DLC characters are visible on character select even if you didn't buy them (looking at those 10 greyed-out characters on SF6 are so annoying)
[-] darthelmet@lemmy.zip 2 points 2 weeks ago

WHY THE HELL ARE GAMES SO LOUD ON STARTUP!!!!!!!!!!!!!!!?????

There are others but this is one I just can't believe is a thing. It's so fucking simple to fix. Just start the volume on the lower end and if it's too quiet I can raise the volume or just give me a volume slider first thing on initial load before any sound is played and let me find the right levels with a test sound before playing any menu music or something.

[-] PaupersSerenade@startrek.website 1 points 2 weeks ago

This and full white dev/publisher logo screens. I have a pretty large HDR monitor and whenever I boot up a Bandai Namco game I’ll flashback myself if I don’t look away in time.

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[-] bridgeenjoyer@sh.itjust.works 2 points 2 weeks ago

Logins. I hate games with accounts. Just let me play.

[-] mrgoosmoos@lemmy.ca 2 points 2 weeks ago* (last edited 2 weeks ago)

oh, hey, you haven't launched this game in a year

please download and install the new launcher. please login to the new launcher. your login does not work, please go to the website to reactivate your account. you must restart your system to reset the launcher login screen. please wait a full minute for the launcher to finish loading. please wait thirty seconds for us to process your login credentials. please wait fifteen seconds for us to begin the process of launching the game.

[-] bridgeenjoyer@sh.itjust.works 2 points 2 weeks ago

I want to punch your comment.

[-] WolfLink@sh.itjust.works 2 points 2 weeks ago

I add non-Steam games to Steam just so I can use Steam Input for controller rebinding

[-] nailbar@sopuli.xyz 2 points 2 weeks ago

Unrealistic loot.

Like when you kill a wolf and get shotgun shells as loot.

But also more subtle stuff like enemies in a remote place that don't carry or have any kind of food and drink with them.

And when the enemy is clearly carrying a weapon, but it's not lootable and you get some random stuff instead.

[-] Devial@discuss.online 1 points 2 weeks ago

Reminds of the old pile of gold (empty) meme

[-] yermaw@sh.itjust.works 2 points 2 weeks ago

Indepth tutorials told by dialogue boxes. Run 5 steps.

[Hey player!]

[You know some boxes can be moved right?]

[Just walk up to the box]

camera pans 3 feet to the left to show the box in the centre of the screen

[Press X to grab it]

[And when youre done press X to let go]

[Im sure youll find many uses for this during your adventure]

[Why not try it on that box over there?]

<hmmmm. Seems like im going to need to move that box if I want to get anywhere>

When you get near the box a massive X symbol flashes madly and unmissably above your head, and theres lines on the floor showing where it needs to be pushed to, which is also the only way its programmed to move, literally impossible to do wrong, and you push it like 5 feet.

[Wow! You did it! Looks like you can get to the next area now!]

<I should probably remember that, it could be useful in the future>.

You're now free to play the game, all the way to the next room, where you'll spend way longer than necessary learning something a fucking 4 year old could figure out, and you dont even need figured out because its been a staple of games since before you were even born.

[-] vateso5074@lemmy.world 2 points 2 weeks ago* (last edited 2 weeks ago)

This is my peeve, over-tutorializing.

I know there are folks out there who are profoundly bad at games, and that's who these things are made for. I'm reminded of that one gaming journalist who gave Cuphead a bad review because he couldn't figure out how to double jump and never got out of the tutorial.

But just make it a quick selection when starting a new game. "I'm new here, show me guides" and "I'm an expert, skip tutorial content". Or even just make the tutorials an optional object interaction in the game that you don't have to touch if you've already figured it out.

But the best games are the ones that teach players how to play organically. Level 1-1 in Super Mario Bros is the common example. Setting the camera controls in the older Halo games was also a work of genius. Newer games are a bit too dense to be able to cover everything quite as quickly and organically as Mario, but you can still offer some similar diegetic hints and just add a little "Help" button for anyone who can't figure it out on their own.

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[-] Blahnominous@lemmynsfw.com 2 points 2 weeks ago

Only having one master audio slider. Please at least give me one for music, voice, and sound effect mixing separately.

[-] CaptPretentious@lemmy.world 2 points 2 weeks ago

Alright, I'll limit it to just pet peeves.

Tutorial sections that just suck. Some don't explain enough, others treat you like you've never played a game in your life. Or, when they interrupt you to explain a mechanic in great detail, but it's too much of an info dump, and you're just left wondering wtf they just said. One game that I really liked how they did it was BG3. There's a tutorial, but you can also turn it off on future runs. Worst tutorial I think I've ever seen was Xenoblade 2.

Games (and really any consumable media) that just don't know when to end. There are very few games I've completed, mostly because I get bored. The game overstayed it's welcome and I'm done. The grind isn't worth the final boss fight or whatever is at the end. Generally, it's because games (especially RPGs) think grinding is a "fun" mechanic when it's more of an imbalanced game. Take, for example, Expedition 33, not once in that game do you need to run around grinding levels. You can successfully go through the entire game, only going to each stage once. Fucking fantastic. But then you have games that just went too far with things. Some games, like Skyrim, CP2077, (especially) Hogwarts Legacy, I only know the ending to those games because other people beat them. Ex33 I got 52/55 achievements (just need to win the gestral games and find whatever record I missed). I beat that game entirely in 74 hours. My first run of BG3 (53/54 achievements, only missing the bard one, because I think it's boring), first playthrough was maybe 120 hours (currently over 700 due to multiple playthroughs). Skyrim... 146 hours... 27/75 achievements. CP2077, 133 hours, 18/57 achievements. Hogwarts sits at 50 hours with 19/45 achievements (that game should be a 20-hour game at most).

Games that don't really respect your time. This one, Nintendo does a lot. Actually perfect example is Breath of the Wild. It's a giant fuck off world that's mostly empty, peppered largely with the same enemies throughout the whole thing. You have a weapon mechanic that encourages you NOT to fight (just get some good weapons and head off to exactly where you need to go). The cooking is bullshit, no recipe book, no making a bunch of something, a stupid cutscene every time. And the entire poop joke... like getting 20 for a poop joke would already be too much, but collecting 900 with (IIRC) no fucking way to track them.. Or the fact that the way Nintendo expects you to get arrows is to grind out rupees to buy them. And the exploits used to get arrows or rupees quickly, in a single player game, they actively tried to patch out. That's just one game, Nintendo does this on SO MANY GAMES, which actually pushed me to "fuck Nintendo" and I didn't buy and won't buy a Switch 2.

Some games are combos of these. One game I really like, but I always hit a wall is Satisfactory. Once I get to trains/aluminum, it's just not fun anymore for me. I work 40-80 hours a week (sometimes I work 5x12s and 8ish hours Sat/Sun)(only sometimes, usually closer to 50 hours a week)... so all the extra planning and time to making a factory... like I just don't have the fucking time. Same thing with Dune Awakening. The first zone was the best. Getting your first Orni wasn't too bad, but it was already starting to push it. Having to fucking pay taxes in a game... Oddly, it was about the time I was farming up aluminum, I quit that game too. Maybe I have a pet peeve with aluminum in video games...

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[-] Valmond@lemmy.world 1 points 2 weeks ago

Putting too many game mechanics into a game, like fighting system, bonus crystals, combinations of stuff to upgrade other stuff, plus pets, minigames, repetable quests, party combinations, crosswords, and more, in a single player game especially.

And dark patterns of course.

[-] Lojcs@piefed.social 1 points 2 weeks ago

I'm souring on difficulty options lately. How am I supposed to know the ideal difficulty of a game without having played it before? You're the developer, you designed it and if you're confident in your game balance you should pick the default difficulty. Better yet, get rid of discrete difficulties and add customizable assist mode instead.

[-] Flamekebab@piefed.social 1 points 2 weeks ago

Whilst I didn't enjoy the mechanics of Control, I was very impressed at the settings it offered. I could essentially turn off combat if I wanted. Yes, it won't be the same game experience, but if I choose to play that way - let me!

In the old days we had cheat codes for this stuff. I cheated my way through a lot of games and then revisited later without cheats. Some of those became my favourite games of all time (Theme Hospital and Tony Hawk's Pro Skater 3 both spring to mind).

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this post was submitted on 23 Nov 2025
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