Title is tongue in cheek, of course—they probably are gamers. I get that making a game is complex and full of trade-offs, and you can’t please everyone. Still, there are certain design decisions that just feel like they weren’t made by people who play games regularly.
Top-down/twin-stick games where the aim (especially on controller) uses camera handling features, like smoothing the input or a cross-shaped deadzone.
Screenshake enabled by default, or not even an option to disable.
They work for Ubisoft or Bethesda
When there are several waterfalls in the game and not one has a secret behind it.
Long cutscenes that don’t let you save or pause when anything comes up that forces you to leave the keyboard or just focus elsewhere.
“Control” was the worst wrt this (or was it Quantum Break? Maybe both). I was just about to go to bed when it showed me a “cutscene” that went on for more than 30 minutes. Turned out later that you could actually go back to watch it again afterwards, but there was no indication of that at the time.
The Steam Deck is great in that regard. Just put it to sleep.
Same with the Switch and easily one of the top features. Laundry done? Sleep mode. SO asks something? Sleep mode. Done pooing? Sleep mode.
I’m playing through Control now and haven’t encountered that (fun game btw!), so methinks it’s Quantum Break you’re thinking of.
I agree with you, though. Sometimes I have to step away for whatever reason and end up missing something because I can’t pause.
That would have been Quantum Break. I don’t recall Control having any one cutscene that long.
But Quantum Break did the whole video-game/TV-series hybrid media thing, and was full of “episodes” that were essentially 30-minute cutscenes.
When a freshly installed game starts at max volume
When the into cannot be skipped after the first start.
Falcom spoiled me forever by offering a startup option to continue from last save that skips all the logos, intros, etc.
In the same vein, when the game starts immediately without giving you a chance to configure it. Because the default configuration is always wrong.
cry in 12 years old pc
I sure love experiencing their carefully crafted intro sequence in 4fps/windowed 480p/etc.
When going from point a to point b takes ages or is otherwise a pain. I get you worked hard on your world, but it losses its charm the 10th time running across it.
And don’t force me to hold/tap a button to sprint. Or worse, make me click in the left stick.
It’s not the time or distance, its the barren wasteland of no content in between A and B. I’ll hold W down for 30 minutes no problem as long as it’s interesting.
Pc version of open world exploration game without quicksave key. There’s a lot of wrong with Grounded, but man i feels like Obsidian really losing touch with PC game with this one.
Conversely, Grounded has the best inventory management system of any survival game ever.
To the point that I have a hard time playing others now because they all feel tedious in comparison. It’s hard to imagine someone playing Grounded and then building a survival game that didn’t use hot deposit.
That’s true, a key for depositing item and also control whether the chest is affected or not is really handy for inventory management. Which really bother me that they don’t have quicksave, graphic setting customisation, turning off the character chatter, among other thing.
JUST for hot deposit, yeh. the rest of the inventory/hotbar management always makes me wish i was playing something else.
the hotbar not being inventory space is fine, but tools disappearing because they’re in your hand is absurd. they really just added a “looking for the tv remote that i’m already holding” mechanic. the pinning system with filters is handy for food, but feels clunky outside that one usecase.
like they went with a realistic “the forest” style building system, and then the inventory management is the most videogamey shit in the world.
also the scroll wheel swapping hotbars by default is straight up whacky, i’ve heard the whole thing makes more sense on controller lmao
the pinning system with filters is handy for food, but feels clunky outside that one usecase.
The pinning system is an improvement over not having a pinning system that should exist in every game. Food, water, ranged weapons, explosives, healing items, shields, even melee weapons, it makes sense for all of them given that all of them can break.
When you can’t tap a button to fill the text dialogue, and have to wait for each letter to individually populate for 15 speech bubbles in a row.
or even worse when you have to wait for the voiced dialogue to finish before it lets you continue.
I’ve been replaying Dragon Quest Builders 2. The game isn’t voiced, most of dialogues are classic RPG text boxes that you can speed up and skip, BUT. There are special lines of dialogue that are “voices” in a character’s head.
They are unskippable, and they’re like a dozen words each that stay on screen for about 20 seconds or more. Some of those dialogues have about 6-7 of those. It’s unbearable, and it’s genuinely the worst part of starting a game again. Hell, it was the worst part of doing it the first time, too.
Somehow English localisation created this, in Japanese the messages go a lot faster. Though even those couldn’t be skipped, because… fuck you that’s why.
I like that BG3 let’s you skip the voice dialogue but I wish there was an option to speed up the voice acting because I really love the voice acting and the story is great but I find myself spacing out during long cutscenes. I don’t want to skip them I just want them to speak quickly!
I just played through Pentiment and even on the fastest speed dialogues were painfully slow. It wouldn’t fix all the other pacing issues, but the text popping up instantly would be a huge improvement.
I loved that game and I love the setting and art, but it’s soooo much reading. And I love reading, I really do! But it began to wear me down near the end.
I have very mixed feelings about it. I also adored the art and setting, and I really appreciate the historical research that has gone into making it. And there were some well written characters in there.
But man, the game is sloooooow. The last act in particular was like pulling teeth. Reading is fine when what you’re reading about is interesting. There were so many banal, shallow and uninteresting conversations in there that really tested my patience.
When the game is such a precious labour of love, so obviously cared for, and constantly improved, that there’s no way the dev has any time left for gaming.
Can you bring up the pause menu at any point (including cut scenes).
I’ve always felt like a sign of a well polished game was one where the pause menu would work at any point, including during cutscenes.
Are there actually games that allow this?
Pretty sure Half Life 1 and 2 work that way, since the cutscenes happen entirely in game
Bayonetta games do. Opens a specific pause menu with skipping option.
I seem to remember even FF7 allowing this.
Yakuza: Like a Dragon does this and I’m grateful.
The worst is when the start button instantly skips the cutscene with no confirmation/warning
Playing the metal gear collection and this immediately stood out. The cutscenes are long
When maxing out the damage stat just makes your game trivially easy.
Stat systems are hard and prone to optimization problems. But c’mon, you at least gotta test the glass cannon build that you know everyone’s gonna try first.
Quick Time Events; characters that automatically do 60 things just by holding down “forward” on the joystick; the Ubisoft logo.
Putting a QTE or a limited time choice in a long cutscene or a level segment.
Don’t know if it’s due to not playing games, but why tf is motion blur almost always on by default?
One thing, and it’s likely just an oversigt, but controls. With Consoles being the computers that everything is designed for, the lack of proper controls for Mouse & Keyboard have become a bit of a nuisance.
Normally, it’s not a big deal. You just configure them yourself.
But it did irk me some when I gave Cyberpunk a go and tried to switch the Interact/select button from (F) to (E) and it didn’t move both functionalities. Now (E) was Interact, but in menus it defaulted back to (F) as if menu select was apparently a different function.
Alternatively, when the console control scheme is tight and well made but the PC controls are ASDF + whatever random keys spread at opposite ends of the keyboard.
Yup, it’s a peeve. I don’t know why the buttons just get thrown onto the keyboard with a shovel.
Who thought crouch belongs on ( C) and Interact goes on (F) or even (X)? I get (F) if the game has a peek-mechanic, but most don’t.
Just use (E). And crouch & sprint has always been on (Ctrl) & (Shift) respectively. It’s the optimal configuration with WASD.


















