Worst mechanics in gaming?

Ediros

Water Chip? Been There, Done That
So, I want to know what are the worst mechanics you have ever encountered in gaming?

Let's see, if someone can best bethesda.

Mine:

-Luck based missions
-Essential NPCs
-Level Scaling.
-Armour Class Resistance in Skyrim and shitout 4
-Dialogue Wheel
-Difficulty based on giving enemies more damage and health
-Bullet Sponges
-Random Encounters based on luck

That is all I can think of right now.
 
Healing. So many games have it today, and I think while it CAN make sense sometimes, it's used as 'lazy' gimick by many developers so they don't have to design a proper level and progress for the player. Better to easy instead of to hard!

Questmarkers. Similar in principle like healing. Lazyness over intelligent design. Recent Bethesda games are probably the best example for that. But they are by far not the only ones here that fall in to the same trap. I understand the need for it in huge big games ... but on the other side, once you get to used to them, it becomes a standard. And now you have sometimes quest makers in games that are linear as fuck ...
 
-Quest markers in excange of clever level deisgn
-Leveling of everything
-Leveled lists of everything (bethesda only)

Not very usual to see in such threads:
-Weapon recoil. Most of new games get it wrong.
 
So I'm just going to point in Ubisoft's direction of game design and say their way of providing side content.
One thing I will give Bethesda, at least some of the side content is varied, there is no denying that there was some effort (if minimal) to have quests like Kid in a Fridge of that stupid shit with the aliens. But I mean stuff like "Light this fireplace to open up the Map" or "Find the 100 hidden coins to unlock 100%" or something like that. It's just annoying and takes no effort. I could do that in a second.

Another is kill wave upon wave on enemies to succeed (Destiny was notorious for this).
And Fetch quests, but done to the point that something like Nuka World did it (in all honesty, there's so much I could say was wrong with the first few hours of Nuka World that I'm willing to regard as the worst DLC that was released).
 
So, I want to know what are the worst mechanics you have ever encountered in gaming?

Let's see, if someone can best bethesda.

Mine:

-Luck based missions
-Essential NPCs
-Level Scaling.
-Armour Class Resistance in Skyrim and shitout 4
-Dialogue Wheel
-Difficulty based on giving enemies more damage and health
-Bullet Sponges
-Random Encounters based on luck

That is all I can think of right now.

RNG loot bags by far. I witnessed this in the SWTOR MMO when it first came out. You basically used commendations earned from PvP and purchased very expensive bags which had a randomized piece of gear in it. You were either lucky enough to get all the pieces you need after 14-16 bags, or doomed to getting shitty bracers and boots 10 times in a row.

Completely fucked pvp progression in the ass.
 
Overuse of Quest Markers.

I mean, I think it's alright for (Bethesda) games to have like a couple in the game, but when they have to have quest markers in practically every single quest in the game...it's just showing they're not respecting my intelligence or any player's ability to think for themselves. But then again, it's Bethesda i'm talking about.
 
While not a "mechanic" in the typical sense I guess. I DESPITE combat systems like those of Assassin's Creed, or the Batman Arkham games.

While fighting the first few enemies can be fun, as you learn whatever pattern they have, but it quickly makes combat nothing but an overly drawn out slog, as you are forced to repeat the same tedious pattern over and over again, for every single generic thug, as they are effectively invulnerable unless attacked in the pattern.

Witcher 3 kinda had this problem to some extent, though it wasn't anywhere near as bad as Asscreed.
 
Overuse of Quest Markers.

I mean, I think it's alright for (Bethesda) games to have like a couple in the game, but when they have to have quest markers in practically every single quest in the game...it's just showing they're not respecting my intelligence or any player's ability to think for themselves. But then again, it's Bethesda i'm talking about.
The worst part is with quest markers, is that the game isn't built with those who don't use them in mind.

In games before quest markers, you were given detailed instructions on how to get to places, but nowadays if you don't want games to hold your hand, tough, as there is no way to find your way round without them markers.
 
Overuse of Quest Markers.

I mean, I think it's alright for (Bethesda) games to have like a couple in the game, but when they have to have quest markers in practically every single quest in the game...it's just showing they're not respecting my intelligence or any player's ability to think for themselves. But then again, it's Bethesda i'm talking about.

I think it's fine if they just mark the general location on the map, but when you're travelling to uncharted territory, or searching for an item in a dungeon, the marker shouldn't be there at all.

It's definitely become a crutch for the dev as of late.
 
The worst part is with quest markers, is that the game isn't built with those who don't use them in mind.

In games before quest markers, you were given detailed instructions on how to get to places, but nowadays if you don't want games to hold your hand, tough, as there is no way to find your way round without them markers.
Quest markers exist because directions really aren't needed anymore.

To use Bethesda's games as an example, since Bethesda basically popularized the use of quest markers. Morrowind had directions because the in-game map didn't have the detail needed to mark every single location on it. It could only mark major towns, and a few of the larger MQ related dungeons. Since the map couldn't display every place in the game, they needed NPC to give out directions to places, or else you simply wouldn't have been able to find it.

The problem with directions stems from the fact that everyone's ideas on what constitutes something are different. If the directions are, go east until you reach the big hill, then turn north until you reach the gnarled tree, or w/e, people can be left with the question "what defines a big hill?" and "how much does a tree have to be messed up to be considered gnarled?" which only leads to people getting lost.

With the advancement of graphics, and thus, in-game maps, theres no need to give out directions anymore because maps are detailed enough to display every location, and now devs can actually have the maps be something other then a "mechanic" and start being something actually recognized by the game as a thing your character has.

Why would someone give you directions to something/place when you can just pull out your map, and have them show you where it is? Especially in Fallout where your pipboy as satellite maps on it. The markers exist as your character remembering where they were told to go for a particular quest.

Not only is it more logical for people to show you where places are that way, but it also saves on VA costs. So its a win/win there.

Though I do think some game devs abuse it heavily, with some scripted linear sequences having a marker above a guy you are supposed to chase after or w/e, but hes basically the only person in the screen, so its impossible to ever really lose him, making the marker pointless.

I also think map markers should end when you reach the front door of the "dungeon" or w/e. We all know the thing is always in the boss chest at the end, as per RPG cliche, we don't need a marker telling us that.
 
Quest markers exist because directions really aren't needed anymore.

To use Bethesda's games as an example, since Bethesda basically popularized the use of quest markers. Morrowind had directions because the in-game map didn't have the detail needed to mark every single location on it. It could only mark major towns, and a few of the larger MQ related dungeons. Since the map couldn't display every place in the game, they needed NPC to give out directions to places, or else you simply wouldn't have been able to find it.

The problem with directions stems from the fact that everyone's ideas on what constitutes something are different. If the directions are, go east until you reach the big hill, then turn north until you reach the gnarled tree, or w/e, people can be left with the question "what defines a big hill?" and "how much does a tree have to be messed up to be considered gnarled?" which only leads to people getting lost.

With the advancement of graphics, and thus, in-game maps, theres no need to give out directions anymore because maps are detailed enough to display every location, and now devs can actually have the maps be something other then a "mechanic" and start being something actually recognized by the game as a thing your character has.

Why would someone give you directions to something/place when you can just pull out your map, and have them show you where it is? Especially in Fallout where your pipboy as satellite maps on it. The markers exist as your character remembering where they were told to go for a particular quest.

Not only is it more logical for people to show you where places are that way, but it also saves on VA costs. So its a win/win there.

Though I do think some game devs abuse it heavily, with some scripted linear sequences having a marker above a guy you are supposed to chase after or w/e, but hes basically the only person in the screen, so its impossible to ever really lose him, making the marker pointless.

I also think map markers should end when you reach the front door of the "dungeon" or w/e. We all know the thing is always in the boss chest at the end, as per RPG cliche, we don't need a marker telling us that.
 
Quest markers are a lazy way of handling things and a way of streamlining games to cater to people who don't want to take the time to use directions given to them resulting in floating quest markers. I don't like it as all you're doing is following the marker on the compass and paying more attention to that rather than the environment the developer slaved over and hoped the player would enjoy their surroundings. With directions you have to use a map and pay attention to where you're going(like if you are using the main roads and pay attention to signs that tell you which direction a city/town is and in some cases with games ask NPCs for help if needed.) rather than looking at a floating icon. Another terrible thing if you use Skyrim as an example is that sometimes even if you wanted to turn off the quest marker you end up getting lost as there's no directions aside from "Go to X and do Y".
 
Especially given that what I sad has been the stated reason for quest markers by most devs.
Sources?
Quest markers are there so people can just follow them. There is no deep meaning behind them.
Makes it easy for people who don't want to remember directions or open a journal/notes screen and read them.
Makes it easy to devs because they don't need to build quests using the actual game world/map, or make the map using the quests text. It is lazy and faster this way (for example: The writer can just make a text like this "Just go to the dungeon X and get this thing" instead of "Go to this dungeon situated at the end of that road behind a big rock and get this thing" in the latest example the writer has to know there will be a road and a big rock or the devs have to make the map match the writer description), it has advantages and disadvantages. Devs and writers take less time to do their work, but it just feels lazy and sometimes make the world seem bland, boring or generic because the devs and writers do not go the extra mile which could add personality to the world.
Also let's be honest, "RPGs" these days are made for people who don't like RPGs. People who don't like RPGs don't want to get immersed in conversations, don't want to read, don't want to explore the world, what they want is to kill, level up, loot and do it again and again. So having markers is perfect for those players (and Fallout 4 even goes the farther with the VANS perk).
But RPG fans aren't into quest markers, they play RPGs for the opposite reasons people who don't like RPGs play these new "RPGs" and so having directions helps with the "immersion" of the game, makes it feel more alive and interesting, gives it depth.

Oh well I know I can't convene my feelings very well today in writing, but I think most people here will understand what I mean.
 
The problem with directions stems from the fact that everyone's ideas on what constitutes something are different. If the directions are, go east until you reach the big hill, then turn north until you reach the gnarled tree, or w/e, people can be left with the question "what defines a big hill?" and "how much does a tree have to be messed up to be considered gnarled?" which only leads to people getting lost.

No, dude. It's simple: make a distinct landmark and pick that to be your reference point. It's not like the directions in Morrowind were as complex as shit like "go over the hill, double back 14 steps, now do an about-face and immediately march 10 leagues straight ahead until you reach a tree that is, somewhat gnarled, but not quite."

The most cited reason for the map marker in it's current state is a result of the Morrowind Dwemer puzzle cube, which was located on the ass end of the very bottom row of a shelf.

Sources?
Quest markers are there so people can just follow them. There is no deep meaning behind them.
Makes it easy for people who don't want to remember directions or open a journal/notes screen and read them.
Makes it easy to devs because they don't need to build quests using the actual game world/map, or make the map using the quests. It is lazy and faster this way (for example: The writer can just make a text like this "Just go to the dungeon X and get this thing" instead of "Go to this dungeon situated at the end of that road behind a big rock and get this thing" in the latest example the writer has to know there will be a road and a big rock or the devs have to make the map match the writer description), it has advantages and disadvantages. Devs and writers take less time to do their work, but it just feels lazy and sometimes make the world seem bland, boring or generic because the devs and writers do not go the extra mile which could add personality to the world.
Also let's be honest, "RPGs" these days are made for people who don't like RPGs. People who don't like RPGs don't want to get immersed in conversations, don't want to read, don't want to explore the world, what they want is to kill, level up, loot and do it again and again. So having markers is perfect for those players (and Fallout 4 even goes the farther with the VANS perk).
But RPG fans aren't into quest markers, they play RPGs for the opposite reasons people who don't like RPGs play these new "RPGs" and so having directions helps with the "immersion" of the game, makes it feel more alive and interesting, gives it depth.

Oh well I know I can't convene my feelings very well today in writing, but I think most people here will understand what I mean.

"No way man, that'll ruin the radiant quest system we worked so hard to build." - Todd Howard
 
There is no deep meaning behind them.
Well thats because there isn't. They are just there because you have a map, why not use it instead of getting directions that might turn out to be vague?
don't want to read, don't want to explore the world
I can't really agree with that. Even some of the biggest TES fans will tell you the combat is terrible, and the only play the game to explore the world, and read the books/notes. Witcher 3's world was highly praised as one of its best features by nearly everyone. And even in the new Deus Ex games, exploring the world to find all the hidden vents, and all the emails and stuff is one of the biggest draws of the game.
But RPG fans aren't into quest markers, they play RPGs for the opposite reasons people who don't like RPGs play these new "RPGs" and so having directions helps with the "immersion" of the game, makes it feel more alive and interesting, gives it depth.
I can't agree with that either.

I, and many other people I know, have been playing RPGs since before Fallout 1 and BG came out, and none of them have any problem with quest markers. In fact, many of them had ideas for quest marker like systems all the way back in the early-mid 90's for the same reason... we have this map, why aren't we using it?

And don't get me wrong, I don't think directions, or having them, are bad or anything. Its just that, from a mechanics standpoint, it makes more sense to use the map for what its there for, then give out directions.
 
Quest markers are only really good for games like GTA which is more fast paced gameplay so you can explore the mechanics in an open World environment.

When an RPG like Fallout 3 has Quest Markers, it's showcasing a lack of faith in the World the developer has created. You begin to overlook things in the environment and you become too accustomed to one thing, that you begin to rely on it too much. This becomes a big problem when the Quest Marker is taken away from you, all of a sudden, that failsafe you've been falling behind from is gone and the game hasn't told you to think for yourself. So you tend to be careless and very clumsy. This is especially bad for an RPG as that Mechanic isn't canon to the overall world, so it begins to break immersion when the character who has been able to be really good and swift at stealth is now all of a sudden getting spotted because he is peeking through the same corner for the tenth time trying to find their way.

The only way a Quest Marker would work is if it is in an area you've already explored, meaning that your character already has an idea of where everything is and just needs to find something specific.
 
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