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.

Björn
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OP, you would love the Steam Deck, or in a few months the Steam Machine. Or any other PC with Steam for that matter. With Steam Input you can rebind the controls of even the most stubborn game.

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Unfortunately, I have a PC but can’t use it cause of circumstances which don’t allow me space to set it up.

I do prefer PC over console for this very reason. PC is just better with customization and accessibility thanks to the option for modding and stuff.

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Well, a Steam Machine might be perfect for your usecase then, it’s small so you can replace your console and enjoy it, as well as Steam Input.

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Money. Disabled unemployed. Very limited funds that are pretty much keeping me fed and the occasional $5-$10 game on sale if I treat myself.

Steam Machines are just gonna be priced like a regular computer and still needs a setup. If I’m playing PC I’m using my mouse and keyboard. I much prefer it over a controller with my fingers how they are.

altkey (he\him)
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Heal-over-time systems in CoD-like shooters lack feedback and are unreliable in terms of measuring difficulty of a task and feeling like you did something special. Everything becomes boringly average.

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Hunting around a level for health packs before it wasn’t great either.

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I thought Halo CE’s system of shields plus health was a neat innovation. Shields regenerate, health does not. Health is basically a buffer for survivability when shields go down, but you can survive combat at low health as long as you’re watching your shields.

The sound cues for shields low/down/regenerating provide a lot more feedback, too.

aaaa
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Challenges that require replaying a level several times to achieve them can be very rewarding

Unless the level also comes with unskippable cut scenes or long conversations on horseback

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Quests that demand that the player finds X of an unimportant item in a world which has exactly X instances of said item. Thankfully most games nowadays will offer up more of said item than needed to complete the quest, so that one doesn’t end up scouring the map over and over again, in search of that elusive last bottle/scroll/pigeon, because nobody got time for that. And not even talking about optional collectathon quests for those who want that sort of thing, some games would have this sort of quest in the main storyline.

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73M

It’s OK. You can say crimson nirnroot.

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Why must you remind me of this repressed memory? The reward wasn’t even fucking worth it.

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To add, give me some way of tracking these collectables.

If I’ve collected all of the trinkets in a given area, mark that area in some way. If there are 100 trinkets, number them and give me a list. Give me a map, hints, thing that beeps, something.

I don’t need any of the above to be unlocked from the start. You can add it in the post game or after I’ve collected some percentage of them or make it a side quest.

It’s annoying going online and someone has posted “I found 99 of 100 things, where else to look?” and basically no one can help them. It’s annoying being that person, to be so close and yet so far.

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Too many games are “survival” games now which really means they will make you do a bunch of chores to get to the sub par shooter or adventure game the chores gate you from. No, I don’t want to chop wood and get rope or whatever for the 50th game that never innovates on any of these mechanics to get to the “good part”

Also lots of fun games seem to be ruined because they are battle royales.

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23M

Survival mechanics only work when the elements are the main antagonist like in Cataclysm: Dark Days Ahead (the zombies are just obstacles blocking my path to the fridge)

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Abuse of quick time events. Some overrated games are horrible about it. I think it should never be used.

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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.

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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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Thats seriously mental to me. Who the hell can write about games while unable to even double jump?

Its like being a music journalist and not even hearing about the Beatles.

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Yep. Not to say that people who struggle with games aren’t valid or there shouldn’t be accessibility options to cater to them, but when writing professionally about games, you should be a near-expert in how to play those kinds of games, at least at their baseline difficulty.

It’s fine to say “I don’t quite get this game, but I’m sure there are people who do and who enjoy it.” But that can’t be a “review.” When you’re a reviewer, you’re supposed to be an authority. If you admit to not being an authority, then you’re not quite qualified to review it.

It shouldn’t honestly matter, but knowing how many publishers tie aggregated review metrics to their developers’ wages/bonuses/raises (or even if anyone gets to keep their jobs at all), it’s crazy for a publication to have journalists who don’t actually know how to play games just reviewing them on vibes alone. It’s too easy to run the risk of not understanding a core part of the gameplay and just assume it’s the game that’s wrong instead of me (because I want to continue getting paid to review games). So I assign it a negative score because my lack of understanding made the game feel bad, and then a level designer somewhere loses their bonus because the aggregate score was half a point lower than the total stipulated in their contract.

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Gawwdan preventing rebinding is so annoying! Or it’s monkey paw wish cousin, letting you rebinding but the on-screen prompts are hard coded to display the default key.

In a simmiliar accessibility vein, I’m hard of hearing so when a game has no option for subtitles then at best I catch 1/3rd of the story.

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Excessive reliance on audio recordings and written text for storytelling / world building. Oh look another game where I’m alone in this world and I have to listen to a ton of audio recordings or collect snippets of text throughout the entire game to learn anything about this world and what happened to it!

If anything, let it be audio, not text, I’m tired of reading through often very subpar writing, I just glaze over it. Better yet, have actual (skippable) voice actors read any text out loud. Ideally, weave all that info into the game’s main storyline or side quests, and have it communicated to the player via interesting NPCs. Also, use environmental storytelling more than info-dumps. Show, don’t tell.

Text/in-world notes/memos/books and found audio recordings have a place but don’t let that be the main way of learning about the world or my place in it.

I understand it’s also a budget issue, so I’ll cut indie games some slack.

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I like the way bioshock did it

I like the way bioshock did a lot of things (1 & 2, anyways)

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I’d prefer text over audio, so long as I can skip the text when I am done reading. (Grr argh to the games that have both, but won’t let me skip because the NPC isn’t done speaking.)

Being able to choose either as the primary information delivery would be fantastic.

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True, reading is faster. Narrating I find more pleasant, more engaging if done well. But that’s personal opinion. So having an option would be great. And yes to making dialogues or narration skippable. I think most games do that nowadays. To be honest, if I am really immersed and interested and the voice acting is top notch I may not skip at all. But that should be left to the player to decide.

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I agree on everything except the audio over text bit. If it has to be anything, let it be text. Let me be able to skim it if I want, don’t make me sit through an audio file to get background lore.

If it isn’t gonna be presented through the actual storytelling of the gameplay, put it in a text file.

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Yeah I get it, but I like having the option of having a voice actor narrate the text to me rather than having to read everything. Especially as I mostly game on a TV that was not meant for reading.

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Audio processing disorder (AuADHD) so being narrated at is pretty much white noise for me; so can’t relate.

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Huh, never heard of this before. Does it affect music perception too?

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Not really. It’s less to do with hearing/perception and more how the human brain processes regular speech; neurodivergent people, like those with ADHD and/or autism like myself, process these things differently.

The brain processes singing differently than regular speech and the issue with audio processing disorder is that how we process regular speech makes it hard for us to hold conversation. Like I need people to repeat things a few times occasionally and if I’m not paying direct attention to the person speaking then voices are basically like “whomp-whomp” from Peanuts, so if someone calls for me while I’m doing something I straight up won’t know I’m being called for.

So needing to listen to an audio log takes forever cause I need to replay it a few times to fully process the words being spoken. Especially if they have audio effects like distortion added over the voice.

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For me it’s too much sound input makes everything resemble the Peanuts adults talking.

One person talking is ok, two people talking is harder, three is pure white noise.

Drop music or environmental sounds on top of it and I can’t understand a damned thing.

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That’s normal. The brain isn’t able to process multiple sources at the same time, it has to bounce around and eventually too many inputs means nothing gets processed.

For those with APD, even a single input is a struggle.

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I see. Happens to me too that I lose focus while listening to an audio recording. But not to the extent you describe. Have always had difficulty separating voices from background noise though, like when a few people talk in parallel or when loud music is playing in the background. I don’t remember what that’s called, but I remember a long time ago reading that it’s a thing. Doesn’t affect my gaming much though if at all. Anyway I’m always interested in things having to do with auditory perception, thanks for sharing.

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spongy bosses don’t always mean they’re challenging. I can’t count how many times I’ve fought a boss who isn’t hard or interesting but just wastes time cause they have a ton of health.

mechanics matter.

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I love my older retro games, like I’m a huge Metroid fan, but jebus to Betsy, they fall for this trapping all too often.

I don’t fault them, those were the Wild West of gaming when devs were still figuring things out, but damn does it make going back to older games a bit rough.

artyom
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Games that are artificially limited to 60fps

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The only games that should be limited are fighting games and that’s because it isn’t arbitrary for them, it’s integral to the frame data for moves.

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

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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.

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I want to punch your comment.

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When a game rereleases with an enhanced version or remake and it ruins the atmosphere. Been playing SMT Strange Journey Redux, and the new artstyle feels so generic and bland compared to the OG Strange Journey. The original had this kind of dark and oppressive atmosphere that Redux is sort of missing. Its really minor, since Redux does add a ton of stuff, so its probably still the better way to play, but that original tone just isnt the same.

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Multiple un-skippable product and company credits at the start. Show a blinking “Loading…” if that is what is going on but let me skip this stuff on the second start onward.

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I’ve got perhaps an unusual one - 99% of the time I play games with the music turned off. I just find it much more immersive and I enjoy, for example, not knowing that combat is about to start because the music’s just changed.

There are plenty of games where you can’t turn the music off. I’m not a fan of that, but I get it. The devs want you to play their game in a certain way, and turning the music off isn’t part of that. No complaints.

But then there are games which allow you to turn the music off, but all the rest of the sound has been made under the assumption that the music will be playing. The music often covers up a litany of jankiness like background sound effects not looping well. And sometimes the atmosphere sounds (say the drone of an engine in a spaceship) are also controlled by the music slider.

So, if you’re going to give the option to turn the music off, make sure that the game still sounds good without the music.

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You should be useful in beta testing for sound simply because you prefer no music. That’s kind of neat

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I’m a muted game player as well. Music is the first thing I turn down to negligible, followed environmental sounds. If I can’t control those, buhbye all sounds.

In the murder hobo games, I don’t really need to listen to that anyways.

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