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Blackdrazon: ... the Maze ...
I can't believe that nobody has mentioned mazes. At least they are (mostly) a relict of the past.
I can't honestly decide which is worse: real mazes, or non-euclidean mazes of twisty passages all alike.
You don't have to choose. You can hate both of them. ;-)
Well it depends on my mood; after a tough day at work I don't mind grinding as long as there's some sense of progression. It's easier to zone out and press the same keys over and over then think about story elements or puzzles or manage a real battle.

On the other hand, if I'm relaxed I definitely want the opportunity for something more cerebral.

So I suppose in that respect the true anti-feature is baring you from more cerebral elements of a game without grinding (or vice versa). If the game is all grind, or all cerebral or all story, or lets you grind without requiring it (e.g. in order to achieve some meaningless ultimate fighter reward, or alternate victory) then it's fine.

I also think optional mini games are fine. It's the required mini games that are a problem. Going back a long time, but e.g. the gambling and skeet shooting in Questron always felt perfectly fine to me - they were a way to raise money if and when you wanted to, as an alternative to grinding / finding loot.
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Blackdrazon: I can't honestly decide which is worse: real mazes, or non-euclidean mazes of twisty passages all alike.
Actually I think mazes are quite under-represented, especially non-euclidean ones. I can't even recall any true non-euclidean maze except some mazes in La-Mulana.
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dtgreene: An anti-feature is a "feature" that the game (or other thing) would be better off without.

For purposes of this topic, please only discuss anti-features of the game design itself, and not things like DRM (which is an anti-feature, but it's not the point of the topic).

What anti-features in games are more common than they should be?

Here are two that I can come up with:

1. Punishment for death. Some games penalize characters who die with things like aging or permanent stat penalties. These penalties simple serve the function of encouraging players to reload rather than accepting the death and continuing on. The player already has to repeat a section or play down a party member or spend resources on revival; you don't need to punish her any further.

2. Genre switches. When someone chooses a game, that person chooses a game of a genre that she wants to play (and is able to). When the game switches genre, you end up in a situation where the player must get through a part of the game that she hates to get to the good part of the game. One example is stealth sequences in non-stealth games (like modern Zelda); another is action mini-games like the ones in Final Fantasy games.

In the cast of example 2, some players may not even be able to pass certain points. Putting action in a turn-based game, for example, causes problems for disabled gamers who can't press buttons fast enough to go through action games. Putting a turn-based sequence in an action game (which is far less common) can be an issue for young children who don't know how to read.
Concerning nr 2, that is why I'm concerned about the fps sections I saw Star Citizen. That's the last thing I want in a space flight/trading/combat sim :-\
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TheCycoONE: I also think optional mini games are fine. It's the required mini games that are a problem. Going back a long time, but e.g. the gambling and skeet shooting in Questron always felt perfectly fine to me - they were a way to raise money if and when you wanted to, as an alternative to grinding / finding loot.
It also depends. I didn't mind the i.e. the hacking minigame in System Shock or Bioshock. Kudos for System Shock since you could set the difficulty for that separately. But for instance the Hive shooting game in Anachronox was a nightmare, especially on Hard difficulty. That one I hated with a passion.

I think it really depends on the execution. If you have a slow paced game, like a tactical RPG or an adventure game and there is an action sequence it should be either optional or really easy. The other way around if you include puzzles in an action game, make the mandatory ones rather easy and reserve the harder ones for optional areas with special loot. This way you can have the "change of pace" but the player isn't as easily frustrated.
See my user name.
Having to solve the Rubik's Cube to proceed in an adventure game.
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skeletonbow: - Extreme low resolution pixelated art in brand new games attempting to be "retro".
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Charon121: I used to share your opinion, but some great retro games eased me into this graphic style. Have you played The Last Door? Extremely atmospheric and quite scary for a radically pixellated game.
The Collector's Edition on GOG is just so awesome and genuinely scary and touching like no other horror game. Where the hell did the plot go from Ep. 5 onward?
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dtgreene: 2. Genre switches
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Matewis: Concerning nr 2, that is why I'm concerned about the fps sections I saw Star Citizen. That's the last thing I want in a space flight/trading/combat sim :-\
Then just get an escort of people that love FPS. :)
After about 15 years, Star Citizen ist the first online multiplayer game that looks interesting to me because of the different genres included via the overall freedom, do you know if there'll be a Linux port?
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Starmaker: The Collector's Edition on GOG is just so awesome and genuinely scary and touching like no other horror game. Where the hell did the plot go from Ep. 5 onward?
Yeah, they seem to have lost their bearings as regards the overarching plot. They're going to tie up all the loose ends in the S02E04, since that will be the last episode they plan to make.
I have been playing Dark Messiah of Might & Magic, and came across something stupid. Equipped items are still listed in the regular inventory, so it is easy to think that you have an duplicate item and throw it away. Losing useful equipment in this manner is irritating.
low rated
Here is another one: patches that fix exploits. I am one of those who likes playing around with glitches, and I don't like it when developers fix the fun glitches.
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Bookwyrm627: Have you played Indigo Prophecy, by any chance? The game best played by someone else!
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mintee: totally agree on that, shame really as the story looked great, couldnt get past the lousy keyboard interface
Don't worry too much. The story gets very very very bad halfway through, so you saved yourself a lot of disappointment.