What's a Game Mechanic You Dread In Every Game?


We all have different skill-sets inside our entertainment hobby, some are good strategists, some may be skilled puzzle solvers, some thrive on numbers and math, or can untangle complex systems or an obscure narrative.

Every now and then we tend to encounter things we are not as good at, whether its a main mechanic or genre of a game, sometimes it’s a more inconsequential part of a game but can still impact your experience.
In my case I just can not handle rythm games.

Earlier in the week I started Yakuza 0 after mainly watching that game, I have finished Kiwami and I believe I’m nearing the end of 6, but I have never engaged with the karaoke mini-games. In 0 they put one up in the game’s intro, and while it doesn’t matter at all in the grand scheme of the game, it still feels bad to do bad.

I found it worse in Night in the Woods where I felt like characters were shaming me for my performance and I missed out on cool notebook entries.
I’m sorry friends for ruining practice.

What’s a type of mechanic that, seemingly unrelated, video games bring up that you always dread having to do?


Aside from the dreaded slide puzzles, if I ever come up against something timed I freeze up. It’s why I could never get into Dead Rising. The whole “oh if you screw up this person might die” aspect is fine, but the “you took too long, now this person’s gone” part screws me up. I panic and usually end up over thinking things and wasting time. Even if I manage to find the right solution quickly enough, I still don’t feel good about the experience.

Timed puzzles and time attack challenges are fine, usually, but it’s when I’m in an adventure game or an RPG and there’s an invisible timer that becomes the issue.


Sorry folks but I usually find rhythm mini games ok.
My nemesis: the escort mission or turret sequence. I’m STILL mad about both sections on the Battlestar Galctica game for the original Xbox. I never made it through the turret section to get back to the (mostly) enjoyable fighter action.


Yeah, timed games are really stressful. I had the same issue with Majora’s Mask, and while I know a lot of that is just never having the experience of playing it at the time, the act of trying to puzzle out where you’re supposed to go and what you’re supposed to do, and even while there’s things like the rewind and slow time spell (that I didn’t know existed till I watched a let’s play) you still have to find that on a timer.


Batman combat.

Get that shit out of here. It’s not fun. It’s not skill dependent. It’s just simon says that you can win by just mashing through.


Strangely enough, I found Majora’s Mask to be manageable in a “Groundhog’s Day” kind of way. Probably because the timer was always visible so I knew what I had to work with. Then again, I do remember playing it with an emulator and save-states so maybe I was gaming that a bit.


Fighting any sort of dog in a first-person shooter.


Sentients in Warframe. I hate them so much.


I’m color blind, so anything that relies too heavily on color. More games have started offering color blind friendly options you can turn on, but that doesn’t always solve the problem. I played Overwatch during one of its free weekends and I couldn’t tell the difference between my team and the other team.

I find rapid button mashing incredibly frustrating. It is especially bad in the God of War series (though I hear they made it toggleable in the most recent installment).

Not being able to skip through things quickly. Cut scenes that are not skipable. Text that slowly appears on the screen makes me want to scream. This is especially true with games that have NG+ modes. Similarly, I found the post encounter music in FFX so annoying that I ended up playing with the sound off altogether.


scores/ratings for levels. if I beat a level, I want to be done. but if theres, say, a letter grade attached and it’s not perfect I feel like I have to keep doing until I’m perfect and I don’t have time for that! it makes a game not fun for me.


Racing quests in open-world third-person non-racing games.

This answer brought to you by the Speed Star quests in Nier Automata which are utter BS.


Quick Time Events that reset you to the last checkpoint need to be completely done away with. They aren’t a skill test, just reflexes, and they’re insanely frustrating.


Lives systems in general, but especially in difficult platformers (which are by and large my favorite genre). One of the things Shovel Knight and Celeste clearly understand is that limited lives don’t make games challenging in a way that’s rewarding, just a way that’s frustrating.


Hidden objects in a completely linear game. Especially if it’s tied to story content (notes, journals, audio logs). I just hate that feeling when you get to the end of a level in Halo or Wolfenstein or Uncharted, and you know you missed a collectible but there’s no way to go back and find it without playing through the whole level again.


Usually once a game shows me a skill tree or some sort of loot inventory I’m a little let down. I understand that progression can be implemented well and often is, but usually these things tell me the power fantasy in this game isn’t mastering mechanics but meeting numbers.


Crafting mechanics. Because it means the game is going to have a lot of loot, recipes, secret vendors, and various annoying grinding chores that I don’t want to do at all. Just no. No.

I want to have fun, not cruise Gamefaqs or a wiki for huge spreadsheets and data crunch. I didn’t ask for a second job.


SHMUPS. Mechanical reason I straight up stopped playing Nier: Automata, then just read about it and decided that, yeah, I didn’t want to finish this game and I wish I could get my money back on it.


I’m playing the Far Harbor dlc for Fallout 4 and I just hit a tower defense section in the main story that also incorporates the clunky settlement builder. I despise when tower defense games are inserted into games like Fallout or Assassin’s Creed. I don’t find them to be fun at all and its just killed momentum for me to the point where I probably won’t finish the dlc. At least when it was in Assassins’s Creed you could just ignore it entirely.


My least favorite mechanic is usually anything that involves mashing the same button over and over again. In Mad Max for example, you have to mash the action button to crowbar open some containers and doors.

It doesn’t feel like you’re putting in extra labor and often it doesn’t even have a skill advantage. It just depends on how quickly you can push a button over and over. Booooring.


Can we just extend this to all boss fights in Warframe?