I’m not sure if it’s a feature, a design choice or even a subgenre, but there are some games where both the story and the world are completely linear; there was one where at the start I was in what looked like an open area behind my character, with a narrowing and a door that had an opening under it, and I couldn’t explore the area behind me, couldn’t open the door and was supposed to use a three-button combo to roll under the door. If I’m going to watch a story that’s going to go the same way for every person who’s ever watched it, I’d rather pop a DVD in than have to be pushing three-button combos, thanks.
Not a feature of game design per se, but those ported-from-console games which
have only one keybind for each option,
of which the worst offenders are those that
do not let you change the keybinds,
and of these the worst are those that
assume everybody in the whole world has the same keyboard (usually American) and use literal input (some games say “/” but mean “the key which on an American keyboard has a /”; others require me to use shift+7 if my keyboard is set to Spanish; I mean this second kind).
Yes, I know how to convince my keyboards that they’ve got dual nationality, as a matter of fact it’s one of the first things I do on any computer of mine, but given how many times I explain that trick every year, how many people think that if they change the keyboard’s settings they need to change the physical keyboard, how many think that if their laptop’s keyboard is British and they set it to Spanish and attach a 103key Spanish keyboard the keyboard on the laptop itself will stop working… I really think sales of those games would benefit from having something resembling user-friendly keyboard settings. They translate the voiceovers and the subtitles, but can’t be arsed redo the keybinds.