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submitted 4 days ago by [email protected] to c/[email protected]

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.

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[-] [email protected] 107 points 4 days ago

When there are several waterfalls in the game and not one has a secret behind it.

[-] [email protected] 9 points 3 days ago

Don't know if it's due to not playing games, but why tf is motion blur almost always on by default?

[-] [email protected] 56 points 4 days ago

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.

[-] [email protected] 38 points 4 days ago* (last edited 4 days ago)

The worst is when the start button instantly skips the cutscene with no confirmation/warning

[-] [email protected] 3 points 3 days ago

Playing the metal gear collection and this immediately stood out. The cutscenes are long

[-] [email protected] 6 points 4 days ago

Are there actually games that allow this?

[-] [email protected] 14 points 4 days ago

Yakuza: Like a Dragon does this and I’m grateful.

[-] [email protected] 9 points 4 days ago

Bayonetta games do. Opens a specific pause menu with skipping option.

[-] [email protected] 2 points 3 days ago

Pretty sure Half Life 1 and 2 work that way, since the cutscenes happen entirely in game

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[-] [email protected] 9 points 3 days ago* (last edited 3 days ago)

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 a different function.

[-] [email protected] 41 points 4 days ago

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.

[-] [email protected] 8 points 4 days ago

or even worse when you have to wait for the voiced dialogue to finish before it lets you continue.

[-] [email protected] 7 points 4 days ago

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!

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[-] [email protected] 6 points 4 days ago

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.

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[-] [email protected] 34 points 4 days ago* (last edited 4 days ago)

When the intro cannot be skipped after the first start.

[-] [email protected] 27 points 4 days ago

In the same vein, when the game starts immediately without giving you a chance to configure it. Because the default configuration is always wrong.

[-] [email protected] 7 points 4 days ago* (last edited 4 days ago)

I sure love experiencing their carefully crafted intro sequence in 4fps/windowed 480p/etc.

[-] [email protected] 4 points 4 days ago

cry in 12 years old pc

[-] [email protected] 8 points 4 days ago

Falcom spoiled me forever by offering a startup option to continue from last save that skips all the logos, intros, etc.

[-] [email protected] 29 points 4 days ago* (last edited 4 days ago)

Quick Time Events; characters that automatically do 60 things just by holding down "forward" on the joystick; the Ubisoft logo.

[-] [email protected] 11 points 4 days ago

Putting a QTE or a limited time choice in a long cutscene or a level segment.

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[-] [email protected] 31 points 4 days ago* (last edited 4 days ago)

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.

[-] [email protected] 17 points 4 days ago* (last edited 4 days ago)

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.

[-] [email protected] 8 points 4 days ago

The Steam Deck is great in that regard. Just put it to sleep.

[-] [email protected] 5 points 4 days ago

Same with the Switch and easily one of the top features. Laundry done? Sleep mode. SO asks something? Sleep mode. Done pooing? Sleep mode.

[-] [email protected] 4 points 4 days ago

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.

[-] [email protected] 15 points 3 days ago* (last edited 3 days ago)

I've been streaming recently, and one thing that stands out to me is when you first boot up a game and it doesn't have a start menu with settings.

I noticed it before, but now I really notice it. If something is wrong with the settings, sometimes that intro is unplayable or a less than optimal experience. So you have to try and skip, fix the issue, and then restart the game and try again. This seems to be more of a PC issue than a console issue, but even on consoles sometimes you need to adjust things like brightness or add subtitles

[-] [email protected] 12 points 3 days ago

The replies here feel more like "list of game features that I do not like"

[-] [email protected] 7 points 3 days ago* (last edited 3 days ago)

It’s interesting to try to separate those two categories. Why else would a dev do those things unless they’re out of touch with actual gaming? I mean, adding a way to skip a cut scene is definitely not a budget issue.

[-] [email protected] 2 points 3 days ago

Developer ≠ Management/C-Suite forcing implementation
(Does not apply to small-scale indie devs)

[-] [email protected] 3 points 3 days ago

Probably priority? They have a tight deadline and skipping cut scenes is not a priority feature.

I have also seen game where dev deliberately ignore call for adding a skip scene button because they want their players to read the story. You can disagree with it but maybe the dev really think their cut scene is worth watching. That doesn't necessarily mean they don't play games, its just that they have high pride in their work.

I know the above is a controversial take. But I have no problem watching cut scenes if that is the dev's intention.

[-] [email protected] 4 points 3 days ago

It would be cool if they were smart about it. Like, make you watch a cutscene once, but if, say, the cutscene is just before a tough boss and you saved just before the cutscene, then if you lose to the boss and need to try again, you won't have to watch the cutscene a second time. Especially if it's a long one.

There should always be an option to pause a cut scene though.

[-] [email protected] 21 points 4 days ago

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.

[-] [email protected] 18 points 4 days ago

Unskippable cutscenes. While I do love Soul Reaver's storytelling, sometimes I just want to skip the damn thing and get on with the adventure.

Walking simulators. The devs just wanted to tell a story, not make a game.

[-] [email protected] 4 points 4 days ago

I play walking simulators and other games, I can’t agree with that one.

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[-] [email protected] 18 points 4 days ago

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.

[-] [email protected] 10 points 4 days ago

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.

[-] [email protected] 17 points 4 days ago

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.

[-] [email protected] 17 points 4 days ago

I’ll go first: when mouse sensitivity is unbalanced by default—horizontal movement is way faster than vertical—and the game only allows you to change the overall sensitivity for both axes together.

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[-] [email protected] 13 points 4 days ago

Singleplayer games with time-based farming simulator minigames you won't complete without gaming the date\time in your system (easter eggs are welcome tho). Grindy platinum achievements well outside even a dedicated minority's norms, just getting bigger numbers or save skamming for opposing endings. Button-mashers with an undisclosed randomization of a final result under the hood.

[-] [email protected] 3 points 3 days ago

Toby Fox was forced to add trophies to the PlayStation release of undertale and deltarune, and made them oppressively annoying in protest, so I feel like there are exceptions to this

[-] [email protected] 11 points 4 days ago

When things aren't balanced. It either tells me the devs do not play their game or they have a dominant strategy and don't bother playing anything else.

I've heard stories from professionals and you would be surprised how many devs don't actually play the game they are developing.

[-] [email protected] 7 points 4 days ago

In almost every game the gameplay tips and tutorials they give you are not only suboptimal but often outright counterproductive. This is especially bad in multiplayer games.

It was really nice in Doom Eternal, where they added quick swapping to the tips.

[-] [email protected] 10 points 4 days ago* (last edited 4 days ago)

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.

[-] [email protected] 9 points 4 days ago* (last edited 4 days ago)

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.

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[-] [email protected] 10 points 4 days ago* (last edited 4 days ago)

When a freshly installed game starts at max volume

[-] [email protected] 6 points 3 days ago* (last edited 3 days ago)

I wouldn't really say it's the devs for most of the stuff I see that has me questioning if whoever was in charge ever played a video game before. Stupidly simply QOL things that end up being absent in a game that is ripping off another game, likely only absent because the dev team didn't have time to work on those elements.

However, games that constantly take control away from the player like every 2-5 minutes, I have to question the designer themselves. I wanted to play a game and these kinds of games end up getting watched like a movie with how often you don't have any control over what's happening. And I don't mean games like Detroit Become Human or even The Quarry (which is 100℅ an interactive movie), I mean shit like Dragon's Dogma 2 or a lot of the newest Nintendo first party titles. It takes away controk of your character for some of the stupidest shit; like high fiving your team mates without any input from the player.

[-] [email protected] 5 points 4 days ago

They work for Ubisoft or Bethesda

[-] [email protected] 3 points 4 days ago* (last edited 4 days ago)

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.

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this post was submitted on 08 Jul 2025
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