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I am not sure this matter is slight as such, but:

Eroticized or casual to writing gravity torture in RPG games.

Torture is cruel, and it still happens a lot. And it is wrong.
Nothing quite makes up for a pointless grind like a thank you from the developers for 100% a game. If there's no difference from beating Mario 67 at 70 stars and 120 stars, I'd like to know ahead of time.

Also, there's nothing quite like seeing a landscape beyond the window, only to walk 5 feet into an invisible barrier. I think my acceptance level is around, 'Character deems there is nothing beyond/too wild/beyond my interests.'. But I'm not sure.

Oh, if games one megabit large could do it, the bloated beast of a 60 GB game can probably handle MULTIPLE PROFILES.

Cutscenes that do not reflect the current abilities of the player. I think 3 scenes would be plenty. Underleveled, overleveled, and normal. An overpowered PC should just be able to end the boss/capture scene with a swift swing of his gun. Underleveled, sure a conk to the noggin and shoot him into space. And a normal, just have them struggle and then finally continue as normal. But if I manage to make the boss into chunky salsa during gameplay, I'd like that reflected, rather than 'just barely' beating the boss.

No sex choice in games where being male or female would make no difference. Here's mud in your eye, Legend of Zelda.

Time limits for no clear or stated reason. Lookin' at you, Super Mario. Don't know why in 2015 you need to still sweep us along with a virtual pushbroom.

A lack of basic lore. I'm talking simple stuff like days of the week and some holidays. Seeing, "Month: XO Day: XX" in RPGs is a bit rather silly. And I want something more than just, 'This day marks the occasion that 1000 years ago, Dracula went to the corner store for a soda.' Give the world a little context.

In today's games, learning a game as an exercise to the player. I don't want a forced tutorial, but dropping me into a world without even a 'help' menu might be a bit too organic. I'll take my potato without worms, thank you.

Oh, and Random encounters without choice in this day and age. No, a repel like item simply isn't enough, I want to turn off encounters entirely or be given the option to prompt them directly.

Achievements or gameplay elements that are social/multiplayer based. Thanks EA, for making it impossible to 'complete' Ned for Spfeed on Vita because of your dumbass multiplayer achievements.

Redundant crafting & RNG crafting. I don't want an iron broom of +3 pencil pushing with an added bonus against teetotalers, that's just useless. And if I can loot an iron sword from the common grunt, don't allow me to craft one because reasons; it'd just be another menu point I skip over.

Quest items & rewards that cannot be dumped or sold if they are inferior or will no longer hold relevance to the story again. Remember that glass bottle that contained a message that was then handed over way back in...5 minutes into the game? Well, you're 200 hours in and that empty bottle can't be repurposed for anything. It's a worthless memento of your adventure, rather than the artifact armor you're wearing and the bond of your party mates.
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amok: Timed puzzles.

Legend of Grimrock is horrible here and it ruined a very good game for me. You never know if you failed because you did not solve the puzzle, or if your fingers where just not moving fast enough. I like to take my own time moving around the environment, thank you very much. Ohh... shiny stone!
Timed events in games can definitely be agitating, although my patience with such things varies depending on what is being timed. If it is making me miss content and forcing me into a direction, that annoys the hell out of me, but if it some short stage event, such as the puzzle you mention in your post, yeah, that can get under my skin, but not as much as having to adjust exploration and sightseeing for the sake of completing some timed objective, especially if going back isn't an option (aside from playing again or reloading).
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Darvond: Oh, and Random encounters without choice in this day and age. No, a repel like item simply isn't enough, I want to turn off encounters entirely or be given the option to prompt them directly.
How do you propose doing this without either:
1. Eliminating the need for resource management, or
2. Turning a game with turn based combat into an action game when trying to avoid encounters?

With that said, I actually hate it when games do #2. It's an issue I have with many games, including Dragon Quest 9 and much of the SaGa series. (Of note, SaGa 3 DS does this particularly poorly: Late game, you are constantly being chased by enemies that move faster than you, and the only way to avoid them is to stop time, which is a limited-use ability. I would much prefer the original SaGa 3, where I don't need to worry about having to dodge enemies in real time in what is supposed to be a turn-based RPG. (With that said, said DS remake is better in some other ways, like the growth system.))
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JudasIscariot: The one that irks me is the lack of details in some game mechanics. For example, if I want to play a spellcasting class in Poschengband then I need to go google some spoilers page on some server God knows where just to see the spell list for a given realm. Why can't I have this in the game's help files?
Since I am consistent, I must ask - if this annoys you, then Dethmold pimple popping and slave raping is vigorous, or gaming pleasurable, or better somehow?

Pray tell, because I never thus far could reconcile it to my immersion.
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dtgreene: How do you propose doing this without either:
1. Eliminating the need for resource management, or
2. Turning a game with turn based combat into an action game when trying to avoid encounters?

With that said, I actually hate it when games do #2. It's an issue I have with many games, including Dragon Quest 9 and much of the SaGa series. (Of note, SaGa 3 DS does this particularly poorly: Late game, you are constantly being chased by enemies that move faster than you, and the only way to avoid them is to stop time, which is a limited-use ability. I would much prefer the original SaGa 3, where I don't need to worry about having to dodge enemies in real time in what is supposed to be a turn-based RPG. (With that said, said DS remake is better in some other ways, like the growth system.))
Manual trigger is what I had in mind. Or do it Earthbound Style, where given enough levels+area boss slain, they run away.
low rated
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dtgreene: How do you propose doing this without either:
1. Eliminating the need for resource management, or
2. Turning a game with turn based combat into an action game when trying to avoid encounters?

With that said, I actually hate it when games do #2. It's an issue I have with many games, including Dragon Quest 9 and much of the SaGa series. (Of note, SaGa 3 DS does this particularly poorly: Late game, you are constantly being chased by enemies that move faster than you, and the only way to avoid them is to stop time, which is a limited-use ability. I would much prefer the original SaGa 3, where I don't need to worry about having to dodge enemies in real time in what is supposed to be a turn-based RPG. (With that said, said DS remake is better in some other ways, like the growth system.))
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Darvond: Manual trigger is what I had in mind. Or do it Earthbound Style, where given enough levels+area boss slain, they run away.
Problem with manual trigger is that you can run through a dungeon without triggering any encounters, eliminating the need to manage your resources to make sure you have enough to clear the dungeon (or kill the boss, if there is one).

Earthbound Style has issues if you need to fight a specific monster for drops/recruitment/absorbing abilities/learning blue magic. Also, Earthbound again turns into an action game when you are trying to dodge non-weak enemies or get the experience and gold from weak enemies.
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dtgreene: Problem with manual trigger is that you can run through a dungeon without triggering any encounters, eliminating the need to manage your resources to make sure you have enough to clear the dungeon (or kill the boss, if there is one).

Earthbound Style has issues if you need to fight a specific monster for drops/recruitment/absorbing abilities/learning blue magic. Also, Earthbound again turns into an action game when you are trying to dodge non-weak enemies or get the experience and gold from weak enemies.
Except that in Earthbound, when an encounter is triggered, one can find that many of the foes onscreen come rushing into the encounter to help out. Also, you can run away, disabling that encounter momentarily to pursue others.

As for manual trigger, there's simply no way you're going to beat a level 20 boss with a level 1 character.
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mystikmind2000: Then came counter strike.

It had a 'brilliant' feature to prevent re-spawning.
One of the reasons I prefer Team Fortress games to Counterstrike.

I prefer though that there is some waiting timer before you respawn, kind of a penalty for dying. If there was no such timer, then it would many times make sense for defending forces to play with no regards for dying, after all they'd respawn right away in the ammo room with full health. Many times it would even save time, no need to run back to an ammo room for replenishing health and ammo.

It would make even committing a suicide useful, as then you'd instantly teleport to the ammo room. A game promoting suicide? We can't have that, unless maybe it is some Japanese game.
Post edited January 11, 2016 by timppu
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JudasIscariot: The one that irks me is the lack of details in some game mechanics. For example, if I want to play a spellcasting class in Poschengband then I need to go google some spoilers page on some server God knows where just to see the spell list for a given realm. Why can't I have this in the game's help files?
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TStael: Since I am consistent, I must ask - if this annoys you, then Dethmold pimple popping and slave raping is vigorous, or gaming pleasurable, or better somehow?

Pray tell, because I never thus far could reconcile it to my immersion.
What are you talking about?
-Pre-ordering.
-Fan bases.
-Soundtrack for optional purchase.
-DLC's solely to change a character's appearance.
-Lousy voice-acting.
-Mindless copying / stealing ideas.
-Autopatching.
-Waking up with a loss of memory.
-Loosing all gear midgame.
-Generic graphics.
Post edited January 11, 2016 by petitmal
Large, empty cities in CRPGs that could just as well have been menu towns is one of my pet peeves.
I rage quite Magic Candle 2 and Disciples of Steel for this reason.
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timppu: It would make even committing a suicide useful, as then you'd instantly teleport to the ammo room. A game promoting suicide? We can't have that, unless maybe it is some Japanese game.
Watch speedruns. In many games, it is not that unusual for speedrunners to die on purpose for health refills, to death warp (taking advantage of cases where the respawn point is closer to where you need to be), or to exploit glitches (like Baldur's Gate 2 where dying before Shapechange wears off makes it permanent).

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Darvond: As for manual trigger, there's simply no way you're going to beat a level 20 boss with a level 1 character.
You would be surprised. People have beaten many RPGs at levels far lower than you would expect to be possible.

Final Fantasy 5, for example, has been beaten with no character above level 3. (It has also been beaten at an average level of 2, but in that run Faris is level 4.)

The original Dragon Warrior (Quest), which is not meant to be beatable before level 17 (with level 20 being more typical), has been beaten in a TAS at level 7. (Note that this requires ridiculous amounts of luck manipulation and therefore is not going to happen non-TAS.)
Post edited January 11, 2016 by dtgreene
No auto-save on some older games.
shitty 90s so called 3d graphics

i rememver bakc in the day they when

i used to try and play em when i was a

kid id get nauseuos