The most hated game mechanics

Unwanted game mechanics that players felt were forced upon them by developers are being discussed, with examples like Skyrim's brawling and Borderlands's oxygen.

The most hated game mechanics
Published by José @ PC Game Spotlight 2 years ago


What are the most hated game mechanics?

Some of them are so reviled that they’ve caused players to stop playing altogether. We’ve all had a game we’ve put hundreds of hours into until a specific activity or mechanic ruined the experience. Whether it’s a pointless collectible, an annoying vehicle, or a frustrating game mechanic, it’s guaranteed that there’s some activity or system in your favorite game that you wish you could just turn off.

We’ve all been there, some of us more than others. But why is it that some mechanics are so hated by players? Is it because they’re poorly implemented, or is it because players have no choice but to engage with them? This discussion will see us look at some of the most hated game mechanics, explain why we dislike them, and hopefully provide insights for developers to consider.

The most hated game mechanics

Here are some of the most hated game mechanics:

Skyrim’s brawling

Skyrim’s brawling mechanic has been a bone of contention since the 2011 Bethesda RPG game. While some players feel that having the option to punch a bandit rather than draw a blade is a necessary game mechanic, others find the entire activity boring and awkward.

While I can see why brawling was a necessary mechanic for Skyrim, given that you’re essentially a lone, roaming warrior in a land full of bandits, it still feels like an activity that players should have the choice to engage in or not. If you’re a mage or a thief, then perhaps you need to rely on your fists in some situations. But other than that, why can’t we just turn it off?

Borderlands: The Pre-Sequel oxygen

Borderlands: The Pre-Sequel had an interesting mechanic in which the oxygen in the environment would gradually deplete. If you stayed in one area for too long, you would eventually run out of breath and take damage as a result. This made climbing tall structures and taking on lengthy journeys in vehicles slightly dangerous.

While some players enjoyed this mechanic, others found it oppressive and annoying, particularly in the RPG game’s open areas. What’s more, you could easily avoid the mechanic by simply climbing into an elevator or jumping into your vehicle. While The Pre-Sequel’s oxygen mechanic is an interesting experiment, it may have been a step too far for Gearbox.

Sixaxis motion control on PS3

While motion control has become a standard feature of many video games, back in the early days of PS3, Sony attempted to navigate the living room with Sixaxis motion control. While some games, like Flower, managed to use the mechanic to great effect, many others did not.

To be fair, the Sixaxis motion control was only used in a small number of games, but the ones that relied on it were generally pretty bad. Assassin’s Creed: Bloodlines, Call of Duty: Black Ops, and Gran Turismo 5 are just some of the games that used Sixaxis in a way that players found aggravating.

Wii Remote shaking

Another mechanic that was implemented into a fair number of games was the Wii Remote shaking. This was used predominantly in games like Donkey Kong Country Returns, but also featured in titles like Mario Party 9 and Xenoblade Chronicles.

Many players found the Wii Remote shaking to be unnecessary and illogical, since shaking the controller will not cause anything in the game to move or vibrate. It also just looks a little bit silly when you’re sitting at home playing a game on your TV, only to have your virtual character start shaking wildly.

Killzone: Shadow Fall touchpad

The touchpad on the PlayStation 4 controller is a useful, intuitive tool that developers have been experimenting with ever since the console’s 2013 release. In some cases, the touchpad has been implemented in a way that enhances gameplay and provides players with additional options.

In Killzone: Shadow Fall, however, developer Guerrilla Games went a bit too far with the touchpad, using it to replace the weapon/item wheel. While the touchpad can be used to store a limited number of items, the system is harder to use than the regular weapon/item wheel, which many players find frustrating.

Quick-time events

Quick-time events (QTEs) are a mechanic that’s been around since the 1990s and are used by developers to spice up otherwise mundane interactions and make games feel more cinematic. While QTEs can be effective in limited doses, oftentimes they interrupt gameplay and require specific button presses that players feel they cannot miss.

The most recent Far Cry 6 trailer garnered some negative attention for its apparent use of QTEs. While some players are worried that these mechanics will make the game too easy, others feel that QTEs are an unnecessary addition to the Open-world game.

Supremo backpack

In Far Cry 6, Ubisoft Montreal introduced the Supremo backpack, a mechanic that was supposed to make light work of all your inventory management. Essentially, the Supremo possesses every type of equipment, including weapons and grenades, and you simply place an item in the bag and it instantly equips.

While this method did make it easier to swap between weapons, it also meant that you could no longer store extra items, leading to a lot of menu navigation. On top of that, the Supremo has a finite space, so you need to get good at discarding unwanted items quickly.

Batmobile

Batman: Arkham Knight is a game that’s frequently cited as one of the best superhero games ever made. Its soaring, fluid combat, compelling story, and gorgeous open-world were largely responsible for its success. However, some players felt that the game’s overuse of the Batmobile detracted from the overall experience.

While it makes sense for the Batmobile to play a big part in Batman’s final game before he hangs up the cape and cowl, it feels like the tank is heavily featured in Arkham Knight for no reason.

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