Okay this is a response from a roguelikes perspective, defending procedural generation and permadeath, in this case. And yeah I realize nobody's suggested to address roguelikes particularly, but I'm going to!
227: Procedural generation. It's an interesting little feature that sometimes works well enough, but it never has and never will replace meaningful level design. Indies in particular seem weirdly obsessed with it.
ReynardFox: Add this one to my list. To me procedurally generated maps generally translate to 'everything looks and feels the bloody same'.
Procedural generation can actually be pretty good. I think it's "time and place", though. In roguelikes, the importance in the change is to mix it up. It's not to say "Hey look, we made locations even neater with procedural generation!" It's that your brain won't recognize this 2nd and 3rd and 300th layout, so the predictability isn't there. You can't just look at the same doorway and say "Ah, right, behind this door are the 2 skeletons that I always lure out into this hallway," every time you replay. There's anticipation of genuinely not knowing what to expect. I wouldn't say it's better than hand made at all, not even close. It's just that it fits the context of how you get replayability from roguelikes.
Maxvorstadt: - Permadeath. There`s nothing more annoying than playing a game for hours, dying without any chance to survive and then you are forced to start the game again from the very beginning. Can`t somebody tell those programmers that there is an invention, called "Savegame"?
Permadeath in roguelikes is actually related to procedural generation. I would absolutely lose my mind if I was playing something linear and cinematic like Final Fantasy 7, and had to restart the game the first time my party died. But the story of a roguelike is whatever happens to your character within their personal random creation, so dying is just the exclamation point at the end of that story. You're not really expected to win.
And besides, you just play differently when you realize that you're DONE if you lose a fight. It triggers some primal survival instinct that just isn't present when you have nothing to lose. Suddenly you're more meticulous about your actions, and more savvy about the things you take with you into battle. It's kind of an awesome feeling, like your IQ has gone up a few points.
Anyway, those types of games are not everyone's cup of tea, but I wouldn't call those features universally broken or misguided.
Just to contribute my 2 cents about features I hate, what is up with unskippable cutscenes? What I find REALLY irritating is when a cutscene is unskippable the first time, but watching it once sort of "unlocks" the ability to skip it.