
20 Game Mechanics That SUCK MOST OF THE TIME
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Video games often include mechanics that detract from the player experience, ranging from minor annoyances to features that actively worsen gameplay. Here are 20 such mechanics that are widely disliked.
A common irritation is the inability to perform basic actions when an enemy is nearby. This mechanic, prevalent in many open-world RPGs, prevents players from actions like sleeping, fast travel, or opening chests if an enemy is within a small radius. While understandable in direct combat, being locked out of essential functions merely due to an enemy's general proximity is often unnecessary and frustrating, forcing players to waste time hunting down or waiting for creatures to move.
Another persistent annoyance is the low-health sound. When a player's health is critical, many games introduce visual clutter, flashing lights, or incessant beeping sounds. This constant auditory and visual alert adds unnecessary stress to an already tense situation. While a classic like *The Legend of Zelda: Link to the Past* is notorious for this, even modern titles like *Metroid Prime 4* suffer from it, especially in open-world settings where health pickups are scarce, leading to prolonged periods of aggravating alerts. Some newer games mitigate this by automatically restoring health to a base level after a short period without damage, a welcome change.
Rubber banding in racing games is a frequent complaint. While ideally meant to keep AI opponents competitive and give players a chance to recover from mistakes, it often results in unfair advantages for the AI. This can manifest as AI racers suddenly gaining impossible speeds in the final lap, turning a dominant performance into a sudden loss. This undermines the purpose of different car classes and can make races feel arbitrary and frustrating.
Boss fights are often made worse by the addition of regular enemies. These "chump" enemies unnecessarily prolong battles, add a chaotic element of luck to what should be a skill-based encounter, and can feel like blatant padding. While some games, particularly older JRPGs, integrate these additional enemies cleverly, most instances are simply an irritating inconvenience, especially in solo play.
The "walk and talk" mechanic, where players are forced to follow an NPC while dialogue occurs, is another common grievance. These semi-interactive cutscenes often feel like a waste of time, serving primarily to convey information. The problem is exacerbated when the NPC moves at a different speed than the player, forcing constant adjustments between walking and running, or waiting. This is a solved problem, with many games now intelligently matching the NPC's pace to the player's, ensuring a smoother, less frustrating experience.
Trial-and-error based gameplay, particularly in horror games, can be a double-edged sword. While some games like *Inside* manage this well by combining "gotcha" moments with quick loading times, others, such as *Outlast 2* or even segments of *Resident Evil 7*, struggle. When death is frequent and the path forward is unclear without dying multiple times, it breaks immersion and replaces tension with frustration over game mechanics.
Level scaling, while defended by some, is generally disliked. While it can work in specific genres like *Diablo*-style action RPGs or be implemented mildly as in *Silkong*, it often leads to immersion-breaking issues. *Elder Scrolls Oblivion* is a prime example of bad level scaling, where enemies quickly become disproportionately powerful, making player progression feel unrewarding. Players expect to feel stronger as they level up and revisit old areas, not weaker due to the world constantly adjusting to their power.
Field Skills, as seen in *Xenoblade Chronicles 2*, are a confusing and often pointless mechanic. Requiring specific characters with specific skills to unlock parts of the map or progress through the game feels tacked on and poorly explained. The reliance on luck or tedious grinding to acquire these skills means many players simply disengage with this segment of the game, especially when these skills are necessary for story progression.
The "main character dies, everybody dies" mechanic in party-based RPGs is illogical and frustrating. In games like *Persona 3* or *Yakuza: Like a Dragon*, if the protagonist is knocked out, it's an immediate game over, even if other party members are still standing and capable of revival. This contradicts the logic of party mechanics where other members can revive each other, making it an outdated and unnecessary design choice, thankfully being phased out by more modern titles.
Clicking the analog stick as a primary action button is a common pet peeve. While acceptable for sparingly used functions, it becomes annoying when constantly required for actions like sprinting, locking onto targets in Souls games, or activating "detective vision" in open-world titles. This constant clicking is not only uncomfortable but also contributes to controller wear. Better alternatives often exist on other buttons, making its overuse baffling.
Mandatory stealth segments in non-stealth games are widely hated. These segments often lack proper stealth mechanics, boiling down to a binary "don't get seen or lose" scenario. Even beloved games like *Breath of the Wild* and *Spider-Man* have included frustrating, highly scripted stealth sections that feel out of place and poorly implemented, often leading to immediate failure upon detection without alternative solutions.
Button mashing for basic tasks, a relic from earlier console generations, is another source of frustration. Games like *God of War* and *Batman: Arkham* series often required players to mash buttons to open doors or gates, frequently serving as a thinly veiled loading screen. This rarely feels satisfying and can be physically taxing. Modern games often offer the option to switch to a button hold, a much-preferred alternative.
Box pushing puzzles, an ancient video game mechanic, persist despite widespread player dislike. Appearing in genres from *Zelda* dungeons to *Final Fantasy 7 Rebirth*, these puzzles often feel slow, tedious, and forced. While block-pushing games exist as their own genre, their inclusion as mandatory segments in other games is generally unwelcome and feels like an industry refusal to innovate.
Quests that unlock whenever they feel like it, as seen in *Cyberpunk 2077*, can be an annoying trend. Instead of immediately triggering the next quest in a chain, players are forced to wait for an arbitrary amount of in-game time or perform specific actions like driving around until a quest giver contacts them. While intended to enhance immersion, the vague triggers often leave players guessing and can interrupt the flow of the narrative.
The "pity difficulty drop," or "ninja dog mechanic," is an anti-frustration feature that often backfires. When a game offers to lower the difficulty after multiple deaths, it can feel patronizing and insulting, making players feel like "ultimate chumps." While some games, like *Ninja Gaiden Black*, at least insult players directly, others subtly shame them. The mechanic is even more frustrating when the deaths are due to platforming or other challenges not affected by difficulty settings, rendering the offer meaningless.
Forced motion controls, a remnant of the Wii/Wii U/Kinect era, are a significant source of frustration when revisiting older titles. Many games from this period, such as *Donkey Kong Country Returns* or *Metroid Other M*, mandated motion controls for basic actions without offering traditional control alternatives. This inconsistency across games and even within series makes returning to these titles a cumbersome and often baffling experience.
The same damn lockpicking mini-game, popularized by Bethesda titles like *Fallout* and *Skyrim*, has become ubiquitous and tiresome. While initially novel, its constant repetition across numerous games, including *Dying Light*, *Starfield*, and *Star Wars Outlaws*, has made it boring and annoying. Players are calling for developers to implement any new or different approach to unlocking doors.
Diablo-style loot in games that don't need it is another widely disliked mechanic. As the industry shifted towards live service models, many single-player games haphazardly incorporated a "loot hamster wheel" to encourage player retention. However, much of this loot is often meaningless, leading to excessive menu navigation and item sorting with little payoff. Games like *Suicide Squad*, *Anthem*, and even *Nioh* suffer from this, where players spend significant time managing an overwhelming amount of often useless gear.
Time-based mechanics, particularly those that force real-world waiting, are highly unpopular. While games like *Dead Rising* and *Majora's Mask* successfully integrate time limits into their core gameplay, the issue arises in "dispatch missions" from games like *Metal Gear Solid 5* or *Assassin's Creed 4: Black Flag*. These mechanics, reminiscent of free-to-play mobile games, force players to wait real-time hours for missions to complete, serving engagement metrics rather than actual fun or gameplay.
Finally, the battle pass is identified as the most hated game mechanic. While it can work in certain contexts, it often feels like a publisher's tool to compel players to spend maximum time or additional money. Recent examples like *WWE 2K26*'s "Ringside Pass" demonstrate this, where players pay for content only to be forced to grind through a battle pass to unlock what was previously available immediately. This model wastes players' time or pushes them to pay extra for "tier skips," making games objectively worse and leading to player fatigue with the concept of FOMO (fear of missing out).