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What's a game mechanic you love, and what's one you absolutely hate?
Hey everyone!

I was thinking about how small design choices can make a huge difference in a game. So, let's talk about game mechanics!

I'll start. A mechanic I absolutely love is a well-designed parry system. Games like Sekiro show how a perfect parry can make you feel incredibly skilled and powerful. It’s all about timing and practice, not just grinding.

On the other hand, a mechanic I can't stand is a terrible escort mission. You know the ones—where the NPC you're protecting has awful AI and walks painfully slow. It turns what should be a cool challenge into a frustrating chore.
:steamhappy:
Originally posted by St✩rlight:
I've probably said it a thousand times but one of my big frustrations is games directly taking control of the player character. Games that force you to stop when you want to run or force you to walk for no reason when you want to run. Force you to turn a certain direction or force the camera angle when you're trying to look at something else. Just let the player play the game. The same goes for overly long intro chapters. Really kills the replay value when you have to sit through 60 minutes of slow walking and talking to get to the meat of the game.

The whole cinematic thing. It's great when it is done right, but often it's just artists trying to be pretentious and okay, it's a nice scene but it's spoiled by forcing me into a 10-minute slow build up just to see something that would have been more impressive if you just let me play.

The whole theme park experience. You will walk here, you will look at this. Oh you want to check the menus and get a basic idea of how to play? Sorry, you have to click this button and you have to do this. Just lame tutorials and cut scenes and developers telling you how to appreciate their dumb cinematic product the way they want you to.

Why do developers even release these games if they just want to play it themselves and not let the player play?
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One small thing that doesn't seem like much, but I like it when they do it. That is when music adjusts to what you're doing in the game. I don't mean like it just plays a combat music when a fight is going on. I mean like the tempo changing the faster you're shooting. Or when you're playing SSX3 and you get huge air and the music fades out, then comes back in full force when you hit the ground

As for mechanics I hate. Pretty much anything designed to make a game more grindy.
Originally posted by Ulfrinn:
One small thing that doesn't seem like much, but I like it when they do it. That is when music adjusts to what you're doing in the game. I don't mean like it just plays a combat music when a fight is going on. I mean like the tempo changing the faster you're shooting. Or when you're playing SSX3 and you get huge air and the music fades out, then comes back in full force when you hit the ground

As for mechanics I hate. Pretty much anything designed to make a game more grindy.
I agree 😀
i love invasion mechanics (popularised by fromsoft games). joining another players game unexpectedly and engaging in tomfoolery or trolling is fun.

i dislike adds in bosses. being attacked by the boss + their 20 little random bad guys is obnoxious, a boss should be fun enough to stand on its own. the worst bosses in the fromsoft series are often hordes of small enemies or a large boss + some smaller annoying adds.
Originally posted by salamander:
i love invasion mechanics (popularised by fromsoft games). joining another players game unexpectedly and engaging in tomfoolery or trolling is fun.

i dislike adds in bosses. being attacked by the boss + their 20 little random bad guys is obnoxious, a boss should be fun enough to stand on its own. the worst bosses in the fromsoft series are often hordes of small enemies or a large boss + some smaller annoying adds.
It depends on how the boss fight is made tbh.

Been playing a lot of GoW: Ragnarok recently and one of the Berserker bosses does that exact thing. Kept getting stunned by a poison bomb from one of his adds right as the boss would hit me, and he'd proceed to rip off 75% of my health after getting stunlocked into his combo. Frustrating to say the least.

Meanwhile I've played games like Destiny for years and they almost always had adds aiding the boss, but most of them generally weren't a problem and often served to act as "resupplies" or served as filler while the boss had an "immunity phase" or similar.

Originally posted by 卄ㄩ几ㄒ乇尺:
I'll start. A mechanic I absolutely love is a well-designed parry system. Games like Sekiro show how a perfect parry can make you feel incredibly skilled and powerful. It’s all about timing and practice, not just grinding.

On the other hand, a mechanic I can't stand is a terrible escort mission. You know the ones—where the NPC you're protecting has awful AI and walks painfully slow. It turns what should be a cool challenge into a frustrating chore.
:steamhappy:
Yeah, I agree a lot with those. In addition to well made parry mechanics, well made and fun movement mechanics are also great. Nothing is more fun than finding ways to traverse the map in hilarious ways, such as that one Spiderman game that lets you cross the whole map in mere minutes without ever touching the ground. Can't remember the name unfortunately.

One mechanic what I'm not really fond of is quick-time events, specifically button mashing, and especially if the button inputs randomly changed each time you have to do it. One game where I absolutely hated the QTEs was DBZ Ultimate Tenkaichi. On top of the rock-paper-scissors BS they put into the core gameplay, the QTEs were just godawful and wouldn't input properly. I remember playing the CaC side story they had in that game and one of the Great Apes had a QTE where it was horribly delayed. Got nailed by that rock at least two dozen times before it finally worked.
Originally posted by 卄ㄩ几ㄒ乇尺:
Hey everyone!

I was thinking about how small design choices can make a huge difference in a game. So, let's talk about game mechanics!

I'll start. A mechanic I absolutely love is a well-designed parry system. Games like Sekiro show how a perfect parry can make you feel incredibly skilled and powerful. It’s all about timing and practice, not just grinding.

On the other hand, a mechanic I can't stand is a terrible escort mission. You know the ones—where the NPC you're protecting has awful AI and walks painfully slow. It turns what should be a cool challenge into a frustrating chore.
:steamhappy:
love pc shooter

dislike qte
What I hate...hmm... I guess games with action combat that have both Dodge and Parry mechanics. You never know when to use which.

And timers. I ♥♥♥♥♥♥♥ HATE timers in games, or a limited amount of turns in a turn-based game, or you auto-lose.
Last edited by Thadeus; 11 hours ago
The author of this thread has indicated that this post answers the original topic.
I've probably said it a thousand times but one of my big frustrations is games directly taking control of the player character. Games that force you to stop when you want to run or force you to walk for no reason when you want to run. Force you to turn a certain direction or force the camera angle when you're trying to look at something else. Just let the player play the game. The same goes for overly long intro chapters. Really kills the replay value when you have to sit through 60 minutes of slow walking and talking to get to the meat of the game.

The whole cinematic thing. It's great when it is done right, but often it's just artists trying to be pretentious and okay, it's a nice scene but it's spoiled by forcing me into a 10-minute slow build up just to see something that would have been more impressive if you just let me play.

The whole theme park experience. You will walk here, you will look at this. Oh you want to check the menus and get a basic idea of how to play? Sorry, you have to click this button and you have to do this. Just lame tutorials and cut scenes and developers telling you how to appreciate their dumb cinematic product the way they want you to.

Why do developers even release these games if they just want to play it themselves and not let the player play?
Last edited by St✩rlight; 11 hours ago
Originally posted by St✩rlight:
I've probably said it a thousand times but one of my big frustrations is games directly taking control of the player character. Games that force you to stop when you want to run or force you to walk for no reason when you want to run. Force you to turn a certain direction or force the camera angle when you're trying to look at something else. Just let the player play the game. The same goes for overly long intro chapters. Really kills the replay value when you have to sit through 60 minutes of slow walking and talking to get to the meat of the game.

The whole cinematic thing. It's great when it is done right, but often it's just artists trying to be pretentious and okay, it's a nice scene but it's spoiled by forcing me into a 10-minute slow build up just to see something that would have been more impressive if you just let me play.

The whole theme park experience. You will walk here, you will look at this. Oh you want to check the menus and get a basic idea of how to play? Sorry, you have to click this button and you have to do this. Just lame tutorials and cut scenes and developers telling you how to appreciate their dumb cinematic product the way they want you to.

Why do developers even release these games if they just want to play it themselves and not let the player play?
Ty for popping in.
AD 11 hours ago 
I really like when the environment and physics is part of the game and mechanics ties into that. Like in Half Life where you can interact with stuff and use the gravity gun. Or in Dark Messiah where you can do all sorts of thing with the environment.

For things I hate... well, dislike is more like. For some reason, and I'm probably alone here, I dislike bosses because it feels like it stops the momentum. Might be my ADHD but I don't want to stay in the same fight for that long. Not the worst thing ever, I know, I just wanted to throw in something less common.
Last edited by AD; 11 hours ago
Love: Cancelling, jump cancelling, dash cancelling, dodge cancelling, they tend to be abusable and I feel good about it.



Hate: hiding a load screen behind dragged out walking/crawling sections. Holding up to walk is as fun as moving in a wheelchair, I hate it.
Well, if the game is DRM, cause most are these days... the feet goes un-used in pc games...

Plus there is so much control over the players in-put so you do a bunch of stuff to the make the game a lot more fun, and you can have so much more to the game itself.

Don't want to post too much cause maybe I might finish some of my work one day.

Plus there are stuff for hud displays that go un-used in games, allowing for a players role to change the hud screen that controls actions in the game from the mouse and keyboard as well.
Last edited by LeviathanWon; 11 hours ago
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