Mine always is, completely forgetting what I was doing and where I was going after not touching a save file for a long time. This is happening to me right now with Stardew Valley.
I’m in Year 4, married Maru, have a decent farm going, I have yet to build the movie theater I just found out so that’s something I can do. And I know up until that point, I called it a conclusion of a game, but yet I forgot completely about there being some minor goals or things I wanted to do. Completely out of my head. It was a year ago since I last touched that save.
This happens a lot with old saves, because sometimes I have had something in mind as to how I was going to play the game or where I was going with a character.
When you’re watching a dramatic cutscene, but then someone needs your attention, so you hit esc… which skips the cutscenes instead of pausing?! What the actual fuck? The button that pauses the game in every other context now (surprise!) skips the cutscene? Why would you do that?!
- Games should have some way to take notes in game.
- External wikis are great and I love them, but they aren’t an excuse for not explaining how your game works within your game. There needs to be good in game guides.
- All games need some way to save and quit. Looking at you, rogue likes. People have lives. That’s more important than protecting some weird form of honor by making the excuse that it’s to prevent save scumming.
When you know a choice you made should have immediate or impending consequences, but the world carries on as if it’s business as usual. I was actually surprised when the opposite happened in Outer Worlds 2 recently. If you trigger a certain event and don’t go deal with it ASAP, it will happen without you and there are consequences.
Internet for single player.
I love Hitman, but the need to be connected to a server just to play rubs me the wrong way.
I like somewhat buggy messes like Oblivion, but if your game keeps randomly crashing on me, like New Veags without stability mods, I will be pretty peeved after a while.
Same with games like Oaken Tower where, even though I cannot prove it, I swear they lower the odds of finding the items you have and need until you cannot afford it after rerolls and level ups and such. That, or you have a max upgraded item and it won’t stop giving you that specific item that you cannot use multiples of for whatever reason. Or you sell that item because it has stopped appearing in shop and decides to show up multiple times after selling and doing a singular reroll.
It’s a niche gripe because i like achievement hunting, but it kills a lot of motivation for me in a game when there’s separate achievements for a high difficulty. I feel like there’s been only 3 times i actively enjoyed it out of all the game’s i’ve done. That being Halo (it’s like a right of passage for that game’s culture, and Halo 2 is the only one that’s the worst), Uncharted 4, and The Last of Us Part II.
There’s also games that are just overloaded with stuff. I’m not sure how to describe it, but a lot of games i’ve run into just feel like they had a ton of stuff shoved in and it just throws me off. The Sonic adventure games were like this for me
- I don’t give the slightest fuck who provided the middleware for the cloth physics, stop impeding me from playing the game to show me this shit every fucking time I launch it.
- Continue and New Game are often the wrong way around in the main menu. Why would you have New Game at the top/default selection position? How often would someone be clicking that as opposed to Continue?
- Unskippable dialogue and cut-scenes. I’ve read devs describe cut-scenes as a reward for the player achieving a certain milestone. I see them as punishment. Especially so if I want to replay the game. It’s a game, not a movie. Leave me the fuck alone already.
- It should be forbidden to sell a game on Steam that requires an account and launcher from Ubisoft or whoever. If you sell it on Steam, you use Steam, and if you wanna use your own shit then you don’t get to use the Steam storefront and must forgo all the advertising and exposure you enjoy there.
- Walk-and-talks, especially when my normal walk speed is like a sprint compared to that of the NPC in question.
- Narratively, my character is a saviour to a group of people who provide me with weapons and ammo to help me save them, but the cunts charge me for it?? “Hey thanks for single-handedly saving us and fighting the tyrannical evil empire, while you’re out there risking life and limb for us please use our cool weapons and bullets! That’ll be 500 credits, cheers!” Motherfucker? What are you even spending it on? WHERE are you even spending it?
- Fake endings. I was playing RDR2, and thought I was coming to the end of the game, all signs pointed to an imminent ending. So I was mentally in a place where I was ready to pack up and uninstall it, just had to finish the last few quests, already wondering what I’d play next. Then there’s an entire 500-hour chapter that comes after. So I keep going, and am constantly thinking “surely it’s just another quest or two…” but it just never fucking ends. Had I known or expected all this extra shit, it would be different. But I was already halfway out they door before you called me back in for another week’s worth of the same malarkey.
- Time-wasting as a core mechanic. I love No Man’s Sky, but so many of the quests in that game involve literally waiting 24 real-world hours for the next phase of the quest. Which, when completed, leads to another 24-hour wait. Who exactly does this serve?
For Stardew check your achievements and it will probably help to figure out what to do. If you made it to the island the room on the far west side has a checklist for getting “perfection” as well. When I finally got the movie theater I was also working on that checklist.
Yeah I have a bad habit of never finishing games despite playing the first 1/4 of the game several times.
I need a refresher like TV shows do when they come back for a new season.
I started keeping a Note on my phone titled Game Diary with different sections for games I’m playing, and write down what I was doing, my train of thought and what I wanted to do next, things I had to check on our fix etc, at the time I put it down. It’s helped immensely when I come back to something after a while and encounter exactly what you’re talking about.
It’s a minor pet peeve but I’ve disliked it when games have multiple weapons that share ammo, especially when the game doesn’t explicitly tell you this. Some examples of games that do this are Doom and Half-Life. The reason I dislike this, is mainly because of how I play shooters in general. I always try to preserve my ammo by prioritizing my weakest weapons but in games that do this, I’m actually potentially wasting ammo because I’ll either have less ammo for the other, usually more powerful, weapon(s), or I might not even get to use that better weapon because I had no idea it shared ammo with a weaker weapon.
Totally agree with this one. I just posted about Quake Brutalist Jam 3, but it still annoys me that any use of the multi-missile launcher cuts into my time with the grenade launcher, and so on.
Dead Space 3 gave me an aneurysm because they just have one resource: “aMmO”.
I don’t even mind the oft-irritating “Ammo full for Pufferfish Launcher” notification, because it’s at least a reminder I should use the Pufferfish Launcher more often.
Biggest pet peeve of modern games is when the game repeatedly nags the player to go to the next mission or solve a puzzle. I like to explore games, to take the time to appreciate well made environments and lore, but when npcs or even the pc keep chiming in every minute with “[x] is waiting for me at the lab” or “I think I should [y]”, it starts to piss me off.
It’s like they don’t trust the player to play the game “right”. Games are more than just sprinting from one objective to another. Can’t even take the time to fully look over a puzzle before the game starts telling you what to do next.
“Quick! A giant meteor is heading for our planet! Collision is expected in less than a week!”
…but if I sleep 7 times while doing all this level grinding and doing sidequests, nothing goes wrong…
That’s a quirk of the medium I’ve learned to accept. Some games do it well by having chunks of “on-rails” bits and others of “free-roam” based on what’s happening in the story so that it makes more sense.
Menu -> Exit Game -> Yes
Scroll Down - > Exit Game -> Yes
Scroll Down -> Exit to Desktop -> Yes
Exit Launcher -> Yes
Jackbox is one of the worst offenders of this. Have to exit 4 times to actually exit the game.
Yeah, but accidentally clicking the quit button when you meant to click options or whatever and the game just instantly dropping you at the desktop is equally as annoying. Two click exit is a good compromise. Four is way too many though.
Alt+F4 is your friend!
Or on Steam Deck, quit the game using the steam menu.
I do appreciate the games that give you quit and quit to desktop in the same menu.
You should play Policenauts. Its a visual novel adventure game from Hideo Kojimas early days in 1994-1996 following a private eye investigating a disappearance on a space station.
When you load a save file, the game gives you a summary screen of the events in the game that have happened so far (at least it does in the SEGA Saturn version that I played). Its the first instance I recall of this happening in video games, and I do wish it could return in more games. Its possible that other games had this before, but if there was a game that did, I dont know it or remember it.
Unpausable and unskippable cutscenes
God, yes… it’s literally an interactive medium… like, I AM the story, motherfuckers 😂







