I love hearing about unique takes on game mechanics. Someone recently convinced me that limited inventories are kind of abused currently and that unlimited inventory systems would give more player choices.

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[–] 39 points 3 years ago* (10 children)

Any sort of not respecting the player's time: grind, making the player do the computer's job (e.g., not having an auto-sort button for the inventory), time sinks, unskippable cutscenes, slow walking etc.

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  • [–] 16 points 3 years ago (5 children)

    One of the things I hate the most is when people say, "You gotta be X hours in and then it is really great!" If you have to wait for a game to get good then, in my opinion, it is not a very good game. I want to have fun right from the beginning.

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  • [–] 5 points 3 years ago* (2 children)

    I suppose some games could be an acquired taste, but usually the need to invest time before you can have any fun is just bad game design.

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  • [–] 1 point 3 years ago

    Josh Strife Hayes on YouTube brings this up all the time. If all your good content is at the end of the game, you're doing it wrong. How can you expect new players to actually want to play your game if they have to play most of the way through to have fun?

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  • [–] 6 points 3 years ago (2 children)

    Oh unskippable cutscenes really are my pet peeve!

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