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10 worst game mechanics ever created

10 worst game mechanics ever created

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Rating: 4.0; Vote: 1
10 WORST Game Mechanics Ever Created JohnJacob: I literally made a bit over 1000 on that Diablo 3 Real Money Auction. Because of the way you could search for auction items. There was a way to do an item search for all of the items which timers were about to run out on for the in game money. I would seek out the best ones that had 0 bids and buy as many as possible. Then put them up on the real money auction for between 1. 00 - 10. 00 depending on availability and demand.
It was every bit as awful as this video says and more. However, that 1k I made from their shitty real money auction house allowed me to preorder the ps4 at launch, with a 2nd controller, a new headset, several games and a new gaming chair. So I have fond memories of that shit show of an auction house.

Date: 2023-04-23

Comments and reviews: 14


I actually _miss_ the pressure sensitive buttons. Of course, I never played MGS (any of them. not really my thing, so I don't have the same frustrating experiences with them. Instead, I found them useful--mostly in the Ace Combat series of games, where the pressures controlled activating your map and zooming in or out to get a (pardon the pun) bird's eye view of the area. Rather useful when a mission covers a lot of territory and things are happening beyond visual range. Trouble is that the map replaces your radar screen in the HUD when you use it, so you lose awareness of what's going on right around you. Without that pressure sensitivity, the PS4 ports of the older games (and even their most recent PS4 specific game) require three or four button presses to cycle through all of the zoom levels and get back to the close-in radar. it takes up a lot more more time than I would really prefer to take on that. Especially when I hit the button one more time than necessary and end up at the map again. cue repeat.
There were some other games where it was useful, too, but I can't think of any right off hand at the moment. At any rate, I think it was always best when the devs used the feature sparingly, since the pressure sensitive buttons weren't exactly what you'd call precise in the first place. Trying to do more than the hardware was actually capable of providing probably wasn't helping. and then if you add in the gamer instinct to hit button harder to hit harder/dodge faster! and. yeah, more precision probably wasn't gonna help, anyway.

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The Nexus missions in No Man's Sky.
Oh.
My.
God.
Well, not the missions themselves, but the way they're set up.
Don't get me wrong, I absolutely love the game, the missions themselves are highly rewarding, but the game is so prone to crashing that sometimes it just completely takes the hype out of the missions. They have to be finished in a single run, no crashing, quitting, or closing the app. And just when it seems like I might make it back into the Anomaly and get that sweet, sweet 1, 800 quicksilver, the game crashes right as I'm about to land in the Anomaly because I have multiplayer enabled. And don't even get me started on the expeditions. A limited time event and they don't even allow all nine to be finished when they're active. I mean, they're absolutely worth the wait, but let's be honest: if they're gonna be a limited time event, at least make them active maybe once every month or two. That way, players actually have a greater chance of getting the awesome rewards. And we'll actually have a use for the myth beacons again.

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For me, Hitman Absolution was a blast. It is just a different outtake on Hitman series and you either like it or hate it. I can remember that disguises in that game rarely worked. The AI could see right through you if you stood by them for more than few seconds, your disguise would be busted. They have never fixed that issue in Absolution.
It was a story driven Hitman game and Agent 47 was not only an assassin, but also had someone to protect. I remember this game to date. Also unlike other Hitman games, here some levels were. Linear. Like I said, completely different Hitman game; . As for why they wanted you to rush, maybe they wanted players to be put under time pressure?

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Hmmmm. With todays technology, pressure sensitive face buttons could work if the hardware gave us a way to easily tell if we were pressing it lightly or hard so you could more easily get a feel for it and adapt as you play. And make the pressure we apply to get to its next level obtuse but easily manageable. It could be the difference between jogging and sprinting, short and long dodges, quick and violent counterattacks, interaction defaults and menus.
I'm NOT saying it SHOULD return, but if implemented with the right precautions in both gameplay and the controller itself, it could work. Easier to look for other methods, but it could work.

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Maybe it s not the worst, but the QTE I hate more than any other is the dance in Final Fantasy 7 Remake. QTEs usually show a button prompt that you have so much time to press. Here, it s based on timing, which would be fine if the prompts just moved in a single direction like in DDR. But they move in 3D on a 2D screen, so it s hard to judge how far away the prompt is from where you need to press it. But the worst part is that some of the prompts come from behind objects on the screen so you can t see it until it s too late. They were going for some artsy-farts stuff and just made the scene needlessly cheap and unfair.
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The Battlefield franchise suppression effects killed the experience for me. Id walk up behind someone camping, put my gun directly on their head, just for stray round to fly through the room I'm in, causing my gun to miss. That made me seriously want to throw my console in the trash instead, I just quit the Battlefield franchise. I play games for fun, not to experience horrible attempts to simulate something in real life all wrong. Another example would be the mechanical failure simulation in GTA V that the developers say is supposed to be turbulence, its not even close & adds nothing of value.
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In VR, very lightly pressing the trigger buttons to close your fingers in games like Skyrim VR or Fallout 4 VR (modded, just so you can punch your enemies with a closed fist with the brawl mechanic. The problem is that it requires you to press so lightly it's like 1mm of a press. Anything past that and you end up accidentally equipping your sword or gun because the trigger press also serves as the Equip Weapon button. This means you almost always will end up shooting or slashing your target instead and turn friendly bar brawls (Skyrim) into actual murder.
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A more personal and somewhat controversial.
Auto combos in fighting games. I mostly don't like them when they're inside the competitive environment. Mostly, it feels like I can cook up more optimal combos in the training mode in about 15 minutes and they tend to take away engagement. Usually you can toggle it off, but since it's allowed in online you have to fight players who have linear gameplay styles and it's not fun to fight.
SF6 finally has an auto combo which can't be used online. Just thank goodness.

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While not a bad game mechanic, but since tripping was brought up for Smash. It's recently came to my attention that whenever Jak, seemingly randomly, trips in the Jak & Daxter games. Precursor Legacy & Jak II specifically. It actually happens when your moving too quickly, then the trip happens so that the game has time to load up the next area. And it's a pretty cool feature, even tho it was confusing as to why it even happened before explanation!
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Soul memory wasn't disliked because it wasn't good or didn't work. It was disliked because it largely solves the twink invader issue that ds1 suffered from. People like to smash on underleveled or less skilled players, same reason people freak out about skill based matchmaking in fps or fighting games. Its the toxic gatekeepers of the gaming community being toxic and gatekeeping because they want to leverage their skill over others to get a reaction
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I d say a very reviled game mechanic is critical choices that can change the narrative or story that aren t hinted at or are deliberately designed to make you choose the wrong option. One of the worst for this is Resident Evil Revelations 2 where they is nothing to indicate that you need to switch to Moira in Episode 3 to get the best ending. The game basically guides you into using Claire and automatically locking you into the bad ending.
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I m okay with QTEs, at least when they re done right. Specifically when the time window isn t too tight, and it doesn t ask for too much.
Also, the QTEs in the Spiderman games made by Insomniac have an off-switch in the options in the pause menu, so if you don t like them, just disable them.
In MKX, the QTEs don t fail you. They just give you different cutscenes if you fail them. Nice for cutscene interactions.

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I can't remember the name of the game but on the PS2 there was a game where you played a woman on a space station or something like that and you didn't use your controller to control the lady, you had to use a headset and use voice to control everything. It was a cool concept but it was terribly done. If anyone else remembers this game I would love to remember what the name of it was.
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number 3 could have been avoided if the devs had made it so only unique souls would be counted. so if I player has say 30 souls, but 25 came from the same boss/mob then his soulcount would not be 30, but 6. That way this whole upsidedown situation would never have happened. I guess they could easily change that with a patch. if it's still played alot. dunno. never played a Souls game
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