My particularly niche gripe is bad dialogue tree options. There are so many games where the mechanism is selecting an option and watching it play out, but so many of them are shit when it comes to the difference between what you see as the option and what actually is said/done. Heavy Rain did it. 'What should the character say next? Unreadable zalgotext option A, or unreadable zalgotext option B?' Or ones where the options on screen are 'A) I thoroughly agree. B) I thoroughly disagree. or C) What?' but selecting C means the character isn't just asking for clarification because 'What?' actually points at the voiceline, 'What the fuck are you talking about, you piece of inhuman filth? I bet your a murdering rapist.' If I can't have some idea of what selecting an option will do, I'm not actually playing a game at that point. I might as well be trying to play Mario with a controller that remaps itself randomly.
Games

Welcome to the largest gaming community on Lemmy! Discussion for all kinds of games. Video games, tabletop games, card games etc.
Rules
1. Submissions have to be related to games
Video games, tabletop, or otherwise. Posts not related to games will be deleted.
This community is focused on games, of all kinds. Any news item or discussion should be related to gaming in some way.
2. No bigotry or harassment, be civil
No bigotry, hardline stance. Try not to get too heated when entering into a discussion or debate.
We are here to talk and discuss about one of our passions, not fight or be exposed to hate. Posts or responses that are hateful will be deleted to keep the atmosphere good. If repeatedly violated, not only will the comment be deleted but a ban will be handed out as well. We judge each case individually.
3. No excessive self-promotion
Try to keep it to 10% self-promotion / 90% other stuff in your post history.
This is to prevent people from posting for the sole purpose of promoting their own website or social media account.
4. Stay on-topic; no memes, funny videos, giveaways, reposts, or low-effort posts
This community is mostly for discussion and news. Remember to search for the thing you're submitting before posting to see if it's already been posted.
We want to keep the quality of posts high. Therefore, memes, funny videos, low-effort posts and reposts are not allowed. We prohibit giveaways because we cannot be sure that the person holding the giveaway will actually do what they promise.
5. Mark Spoilers and NSFW
Make sure to mark your stuff or it may be removed.
No one wants to be spoiled. Therefore, always mark spoilers. Similarly mark NSFW, in case anyone is browsing in a public space or at work.
6. No linking to piracy
Don't share it here, there are other places to find it. Discussion of piracy is fine.
We don't want us moderators or the admins of lemmy.world to get in trouble for linking to piracy. Therefore, any link to piracy will be removed. Discussion of it is of course allowed.
Authorized Regular Threads
Related communities
PM a mod to add your own
Video games
Generic
- !gaming@Lemmy.world: Our sister community, focused on PC and console gaming. Meme are allowed.
- !photomode@feddit.uk: For all your screenshots needs, to share your love for games graphics.
- !vgmusic@lemmy.world: A community to share your love for video games music
Help and suggestions
By platform
By type
- !AutomationGames@lemmy.zip
- !Incremental_Games@incremental.social
- !LifeSimulation@lemmy.world
- !CityBuilders@sh.itjust.works
- !CozyGames@Lemmy.world
- !CRPG@lemmy.world
- !OtomeGames@ani.social
- !Shmups@lemmus.org
- !VisualNovels@ani.social
By games
- !Baldurs_Gate_3@lemmy.world
- !Cities_Skylines@lemmy.world
- !CassetteBeasts@Lemmy.world
- !Fallout@lemmy.world
- !FinalFantasyXIV@lemmy.world
- !Minecraft@Lemmy.world
- !NoMansSky@lemmy.world
- !Palia@Lemmy.world
- !Pokemon@lemm.ee
- !Skyrim@lemmy.world
- !StardewValley@lemm.ee
- !Subnautica2@Lemmy.world
- !WorkersAndResources@lemmy.world
Language specific
- !JeuxVideo@jlai.lu: French
Not being able to jump in a first person game.
Then coming across a knee high wall or something you can easily just walk over blocking progression but, nope, can't jump and the game isn't treating it like stairs.
It's such a small thing but can completely take the wind out of your sails when playing.
Cutscenes that can't be paused, especially if they're longer than 10 seconds.
Do you have the slightest idea how frustrating it is to be mid-cutscene, something else requires my attention, and I cannot fucking pause it? Singlehandedly my biggest gripe with gaming.
Unskippable cutscenes at boss fights. God forbid the boss kills you.
Yeah, when the start button instead just skips the cutscene with no additional prompt? Extremely annoying!
Same with unskippable cutscenes, especially before a difficult boss. It's no fun to have to sit through it over and over if I'm struggling with said boss, or have to sit through a cutscene I've seen several times in previous playthroughs. This also applies to the game's credits.
"It is I, Ansem"
I'm always afraid to test ESC during a cutscene because I've been burned by games that auto skip cutscenes when you hit ESC. Who does that.
Games you can't pause. I love Dark Souls, but PLEASE give me a real pause button !
I'm okay with the inventory not pausing, that's part of the game design. I'm not okay with the fact I can't pause at all, so if my neighbour rings for their spare key when I'm fighting Kalameet I just have to die 🤷🏻♀ (true story btw)
Anything that needlessly makes me repeat content I already beat or similarly wastes my time. Some examples are:
Fixed save points in general.
Unskippable cutscenes between the last fixed save point and the boss fight.
No autosave or fixed save point after a boss fight.
Preventing me from backtracking after I stumbled into a cut scene and/or boss fight because it wasn't obvious which path led to a point of no return.
Oh, and no Play Station style controller glyphs. Come on, it's an additional set of images, now hard can it be to implement?
Any time I realize the optimal path is really boring or tedious.
Like, imagine you could sell junk to vendors for money, but for some reason you get more money if you sell them one at a time. Spending five minutes splitting inventory stacks sucks, but it's 30% more gold and that's the difference between the cool sword or the basic sword.
A made up example, but hopefully gets the point across.
Related: long travel times with nothing interesting or challenging happening. I remember playing some shitty MMO and you had to like run through a building, go up an elevator, and down a long hallway every time you wanted to learn skills. Just five minutes of nothing. Gotta juice those playtime stats, I guess.
It's different if there's stuff to do en route. Monsters to fight or whatever. But when it's just jogging? Very disappointing.
Photo modes that limit camera movement to within a tiny radius of the player character. FF7 Remake/Rebirth, and FF16, are glaring examples of this.
Or photo modes that fade out NPCs or objects when the camera gets close enough for good screenshots of them.
Just give me a boundless flying camera option and let me live with the unfinished bits if I so choose.
Oooh these are good pet peeves. Photo modes can be hit or miss.
I love the ones in the Spoderman games. Got some amazing screenshots from all 3
Obligatory tutorials. Make it a choice.
QTE "final bosses". Seemed to be a much bigger problem in the PS3/360 era.
"Open world" or "Sandbox" games that don't care about your progress, where it's painfully obvious that your actions don't matter at all. Yes, this is mostly about Starfield
Games where you can win by a landslide but the computer/story goes "Hah, you were just lucky!"
Definitely with you on controller rebinding! Now that I'm an old man I also absolutely hate how damn tiny the text is when playing games on a TV. Gamers are getting old, we don't all have young eyes or sit in front of a monitor to play games!
3D level design where you can get stuck on elements when you just want to move past them. Especially frustrating in racing games or sections where you have to move fast. Controls are just not precise enough to deal with this under stress.
Visible polygons and interactable polygons are not the same thing. Play Banjo Kazooie and Yookah Laylee (including the remake) to see the difference. The latter has you constantly bump into things because the environment is not smoothed out.
On the other hand some studios take it to the other extreme and make you walk almost on rails, childproofing every corner. A good middle ground is needed.
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.
My wife has the unique ability to always want my attention during cutscenes.
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.
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.
I have two.
- The Culture
I do not claim to be a 'gamer'. I prefer to be best described as someone who plays games, but not nearly as often as one branded a 'gamer' would play games by. But I've been partly turned off from video games because of the culture surrounding them. The streamers who play games, the RGB droolers, the tech-junkies, the whales, the hype-train types, the multi-hour essay level of delivering an opinion on a game .etc
Not to mention, all of the gamer-branded merchandise from chairs to even drinks. It just turns me off and I do not ever associate with that crowd and it's a damn shame there is so much gullibility with the culture that it is difficult to avoid.
- Game-Padding
Side-quest after side-quest does a game not make. That kind of thing is what you'd find in an MMO that needs to find things for you to do. Not in a more constrained container of a game that has a fixed story, a fixed completion rate and everything. All it tells me is that the developers did not think of or have had any faith in what they were making.
When the music doesn't stop on the Pause screen.
- Follow this character to the objective
- Walking
- Too slow
- Running
- Too fast
jfkajfADAHSVb
Not being able to pause or save at any point.
I'm a "grown-up" these days, but I grew up with games and they're part of my life, and I love them - but in the larger scale of things, they're still toys. The requirements of a pet/partner/child/phone call/doorbell will ~~always~~ nearly always outrank them.
"We don't let you pause because it's a simulation and and you can't pause real life so it means the game is more realistic" = piss off
During EA for Hades 2 if you paused while fighting the god of time he would say "I control time here!" And unpause the game. It was funny, but if I need to answer my door I don't want to lose my run. Thankfully that has been changed.
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.
Points of no return and anything else that's permanently missable. No, I am not doing a second playthrough of a 100 hour JRPG.
The fact that games act like climbing doesn't exist. You reach a path blocked by a small rock that any normally able bodied human could climb and it just pisses me off.
Like Pokémon games with a rock you could easily just walk around but noooo you gotta travel to this other town to get a special item or learn a special skill to get around this thing you could easily climb over or walk around.
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...
Repetitive character dialogue.
It's less of an issue these days, but still incredibly grating when I see it.
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.
In a similar vein, games that have sounds for everything. I have to play with sounds off in games I enjoy, and some sounds are used to foreshadow dangers that I end up unaware of because I can't deal with the sound of crickets or bees or a random humming that are always present. (Shout out to Satisfactory for the incredibly granular sound control, overwhelming at first, but once it was set up it is great.)
Remapping keys. I have function (and not always voluntary) but no feeling in part of my left hand, and an essential tremor that appears randomly. I need to disable some keys because I will find my character suddenly crouching/running/attacking or whatever at really inconvenient times, and with some games the controls are so touchy that I can't aim or move in a straight line.
Not colorblind, but some games have some very headache inducing colour choices, I have sympathy for those who can't see colour A font on Colour B background.
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.
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.
When the game let's you rebind some but not all keys it is like spraying lemon on the wound, at least when no key is refundable you can guess they could not be arsed to do it, but when they just do a shitty job on it is like it was almost there, why not do it right?
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.