is a list of bad snacks. Each title is a link to a bad snack.
- Predictable and Bad Pacing
- Misuse of Quick Time Events | Throwing the player of the flow of the game
- Simplifying the sequel reduces a franchise's impact
- Overdevelopment - Too much nonesense
- How the uncanny valley can destroy amazing graphics
- Super Fun Game: Extreme Ads Edition - Bad Ad Design Can Ruin a Game
- Ignoring The Narrative - Takes The Player Out Of Immersion
- Meaningless Decisions Frustrate Players
- Use cutscenes as fillers - will lower interactions and bore players
- Explicit Tutorial Levels Unnecessarily Delay The Fun
- Porting a game to an unsuitable platform may lead to cumbersome player controls
- Buggy Core Mechanic
- Backtracking Can Create A Disconnect for the Player
- Break the Feeling of Progression in Game
- Un-skippable Cutscenes | Leads to Player Frustration
- Problematic input design - Can interfere with game play experience
- User Interface: Distracting and Uncreative
- Excessively Large Levels can Lead to Inconsistent Pacing
- Rushing Things to Enhance Game Play
- Too Difficult puzzles can frustrate a player
- Players have to reset games to get bonus – makes players waste their time to repeat same games again and again
- The algorithm is stacked against you!
- Substantial_Difference_in_Player's Skill Level
- Gain Experiences only with A Way | make the game as routine
- Game objects doesn't make the player believe in the game's environment.
- Clunky controls ruin your gameplay experience
- Switching music tracks on common actions is annoying
- Dialogue Trees to Nowhere - Distract from the Story
- Blatant copy-pasting - bores the player and breaks immersion
- Repetitive Quest Design Leads to Monotonous Gameplay
- Emphasizing Player Use of a Useless or Detrimental Mechanic
- Incomplete game / money grab DLC
- Clunky Climbing Mechanics frustrate players
- Continuous Action Without Choices | Makes a Game Stale for Players
- Poor sound design disrupts player immersion
- In game menu shortcuts need to be fluid to prevent immersion disconnect
- Difficult to quit games - frustrate player after game experience
- Blatantly Favoring One Play Style Over Another | Leaves Frustration in Some Players
- Forcing the player to complete a minigame | Leads to frustration, boredom and bad pacing
- Disconnection between core mechanics and visual feedback can cause loss of immersion and dissatisfaction
- Vulgar Elements in Games
- Bind on Pickup System | players take more time for the game.
- Too many interaction. Too many confusion.
- No information on game controls
- Changing things in sequels without need - Ruins the original feel of the game
- Seemingly significant features in puzzle games turn out to be meaningless
- Small Font Size - Leads to frustration
- Poor Inventory Management
- Limited access(often no access) to gameplay elements
- Item-Gated – Frustrating to the Player
- Spend money to get benefits in competitive game
- Complex key combinations - Frustrates user while executing the comand
- Clippy the Narrator
- Content Bloat Overwhelms and Frustrates the Player
- Bad side quest design...Compromises the player experience
- Too many occupations
- Long introductions before gameplay
- Respawn items at check points | breaks a game balance
- Downtime in games - drives players elsewhere
- Too much imformation - hard to navigate
- Bad Flirting - Makes Players Hate Their Own Character
- Enforced Group Content
- Poor Ally AI
- Erroneous player controls, cause disconnect from gameplay
- Interrupting Tutorials/Messages
- There is such a thing as too much visual feedback
- What Do I Do Now? Middle-Ground between Hand Holding and Being on One's Own
- Force players to go online
- Good Job Crafting that Rusty Dagger
- Zero Tutorials
- Bad stories
- Latency issues due to bad server maintenance.
- Bad matchmaking in some multiplayer games cause players to loose interest.
- Main path isn't distinguished from side paths.
- Simulator games missing basic mechanics
- Advertising popping out in the wrong time, place or amount
- Game does not save players choices of UI or game-elements
- Unidentifiable Playspace Limit - Frustrates Players
- Loading time is too long - Keep players waiting
- Random factor effect too much in the game - makes the game feel like gamble
- More Doesn't Mean Better
- Traveling In-Game With Little In Between
- Cumbersome UI Design - Significantly lowers user experience quality
- Inconsistent AI difficulty - Either leads player to frustration or boredom
- Pay To Win - Alienates the casual gamer
- Bad Camera Controls
- Cultural Preference
- RNG in Competitive Games - Can Prevent Skilled Players from Enjoying Masterful Play
- An Overwhelmingly Attractive Cast of Characters - Constrains the Design of those Characters
- Underwater Controls – A Dangerous Gamble
- Invisible Barriers - Leads To Player Confusion and Frustration
- Wrong timing of sound effect
- Giving too many combat/fighting options to player
- Poorly implemented cover system can frustrate the player
- Wrong advertisement creates wrong expectations for the game play
- Too much realistic game controls can result in no fun for the gamer
- Overly Dark Lighting May Look More Realistic – But Players Still Need to See
- Slow Moving Platforms – Wastes a Player’s Time
- Many side missions, objectives and collectibles to achieve 100% completion
- Escort Missions - Please Act Like a Human!
- Distracting or Cluttered UI | Leads to Player Frustration and Creates Barriers that Keep Players from Enjoying the Game
- Glitchy Gameplay | Distracts from and can Ruin Gameplay
- Bad "Netcode" Ruins a Multiplayer Experience
- No checkpoints within large levels/missions
- Lack of Localization
- Lack of Cross Platform Support Reduces the Size of the Target Audience
- The choices made in the game have no indication of how much impact it might have on the game
- Removing objects outside viewing distance - Removes immersion if seen
- Punishing player for exploring - Illogical death
- Inability to Change Default Options
- A ludonarrative dissonance can pull a player out of the game
- Less Instructions and Hints illustrated than required to clear the Level
- Limited updates and features in new update or sequels of game
- Repetitive Battles/Interactions in Games Without Constant Combat Make for a Forgettable Experience
- Clutter Matters: Don’t Create Duplicate Scenes, Create Stories with the Environment
- Disjointed Game Events Cause Players to Lose Interest
- Ambiguous Item Functionality Confuses and Frustrates Players
- Poor Level Design Allows Players to Become Trapped
- No clear indication of the next objective confuses the player
- Forcefully pursuing existing game genre limits innovation.
- Stealth Games Without Stealth Indicatorsm
- Bad game covers can spoil the game's reach.
- Slow Auto Scrolling (Camera)
- Pointless weather
- Having to explain how to play the game
- Misusing social interaction modes spoils game play
- Lazy difficulty scaling can lead to a tedious experience for players
- Dynamic Game Difficulty Adjustment..Takes away the player abilities to adjust frustration level and player's accumulated advantege
- Poor turn management causes balance problems
- Drawn out progression
- Allowing One Player to Steal Another Player’s Reward | Creates Disillusionment in the Hardworking Player
- No protection time in Area&Flag&Spot conquering mode....Does not give defenders time to react.
- Misleading sound effects and music cues in multiplayer games
- Excessively detailed quest instructions in multiplayer games - Leads to repetitive gameplay and boredom
- Time - Fi
- ller Quests - Waste the Player and Developer's Time
- Save Corruption and Glitches Drive Players Away
- Disjointed Motion Controls Lead to Player Confusion
- Shallow Palate Cleanser Mechanics can Cheapen Game Feel and Bore Player
- Slow Character Movement - Creates Impatience in the Player
- Too many useless items in puzzle game can cause unnecessary confusion and dissatisfaction
- Poorly implemented rubber band AI in driving/racing games frustrates the player
- Blocks of Text to Convey Important Information - The Player Likely Won’t Read
- Getting stuck with no way out
- Mechanics that destroy player competition
- Don’t make games open world if the main story line is just a series of linear points of interest as it can undercut player story experience
- User able to win by button smashing
- Sequel does follow continuation, may cause confusion amongst players.
- Downloading additional content once the game has been downloaded
- Graphical Glitches ruin game play.
- Floaty Platforming Mechanics | Leads to Frustration and Imprecision
- Unnecessary Stats Add Redundancy to Gameplay Which Leads to Confusion
- Not Providing Players a Means to Orient Themselves in a Large Game World leads to Player Frustration
- Expensive Items in Store
- Asking Players to Solve Puzzles by Knowledge Not Attained in the Game can Alienate Players
- Bad Controls in Games
- Making it difficult to undo an action in puzzle or construction games can lead to player frustration
- Forcing the Player to Complete Side Missions to See the End of the Game | Leads to Players Missing the Ending of the Game
- Early "Non Stackable" Achievement Implementations
- Forced Platforming in Non-Platforming Games
- Point of No Return - Cutting off part of an open world
- AI Automation - Can Make the Player Feel Redundant
- Mobile as an Afterthought - Bad X to Mobile Ports
- Not having a color blind function immediately alienates a large player base
- Bland main menus - hurt the aesthetic of the overall product.
- Positive Feedback Loops – The Game Becomes Easy too Fast
- Overpowered characters - makes the player feel cheated
- Too Many Ads – Interrupting Mobile Gameplay
- Repetitive Puzzle Design | Lacks creativity and bores the player
- Poor game characters design - Leads to players lose interested
- Limiting Replayability with Old Saves | Discourages player and may not feel rewarding
- Too much violence in game makes players feel uncomfortable
- Bullet Sponges
- More controls - Leads game less enjoyable
- Wars of Attrition
- Random drops and dice system - Sometimes frustrate long time player
- Using old assets/designs into a new game.
- Bad control scheme/port
- Open World in a Predominantly Action Game
- Uncomfortable Color Design
- Repetitive and Tedious Level&Quest Design
- Shaped Inventory Slots Add Little Engagement and Much Frustration
- Extreme Difficulty Advancing Brackets In PvP - Dissuades Players From Playing
- Random Encounter Battles Executed Poorly
- Good story can’t save a player from the boredom of a repetitive mechanic.
- Matching Players of Vastly Different Skill Levels
- Poorly designed core mechanic leads to player frustration:
- Content Locked Behind Grind-based Activities
- Forcing the Player to Follow a Single Pattern When Solving Puzzles Can Lead to Frustration
- Random Scoring Factor Decreases Sense of Achievement
- Counterintuitive Movement Path Hinders Player Progress
- Art That Blends Into the Background Confuses The Player
- Inconsistent Access to Parts of A Multiplayer Arena Frustrates The Player
- Salesman NPC
- Monsters or Boss in-game Dropping Unrelated Items
- When using character dialogue in a game, keep it to a minimum.
- Excessive Use of Barriers in Level Design Can Close the Player Off From the Game World
- Simplistic puzzles can cause a lack of replayability
- Extremely complex mechanics in multiplayer games makes it hard to get your friends involved.
- Repeat a game level many times
- Monster drop too many items that players had hard time pickup items they want
- Open-seeming world with restrictive exploration
- Inconsistent Art Style Makes Games Visually Confusing
- Lack of objective
- No difficulty in the game
- In Fighting Games, when sequel do not iterate and offer improvements make players feel “bored”.
- No Enemy Variety causes player to get bored
- Insulting Your Players Will Frustrate and Alienate Them
- Mechanics that only show up once
- Powerful loot found randomly can make an in-game economy meaningless
- Statistical Upgrades Feel Trite in Games Not Built Around Them
- Dropping previous items in an attempt of picking essential ones at that moment.
- Competitive games without a non-competitive mode may cause players to not play as often
- Unrefined RNG System - leads players to frustration easily
- Un-optimized player traits can disappoint players in MOBA style games
- No fast travel in the game frustrates the player.
- Poor ammo system leads the player to frustration
- Negative online presence drives away players
- Long exposition in beginning of game can make people bored
- Losing Players with Time Passing
- Games that starts off too hard
- Unrewarding Goals
- Forcing a gadget or a mechanic on the players can be really frustrating
- Bad Gamepad-to-Mouse/Keyboard Conversions (and vice versa)
- Changing the controls for the sequel takes away a piece of the game that brings players back for more.
- Combining different modes of controls ineffectively distracts/confuses the gameplay.
- Cinematic Intrusions - Interrupting the Gameplay Loop
- Overlapping the Action/Use and Jump/Attack inputs can result in players becoming incredibly frustrated
- Roleplaying Turned Grey – Avoid allowing players to become a master of being a jack-of-all-trades
- Nerfing Character Strengths in a Competitive Game Can Lead to Homogenized Cast
- Over-Hyping a Game Before Release can Severely Disappoint Player Base
- Making Changes to Item Stats in Updates | Creates Frustration in Affected Players
- Draw on the screen to perform skills .. Sometimes destroy/compromise the game experience just for a new 'feature'
- To Make a Bad Game, Ignore Interest Curves
- Steep Level Difficulty Ramp Stops the Player Too Early in the Game
- Limited Party Size Affects Game Experience
- Too much customization in a class/job based game makes the design lose uniqueness
- Easy tutorial AI fails to train the players
- Allowing Players to Customize their Character but not Choose their Gender can Alienate Half the Audience
- Adding a completely different mechanic to an established franchise could drive away existing players
- No quick save can get really frustrating
- Increasing upgrade time for building creates a dull player experience.
- Premature releases without proper optimization can lead to awful consequences
- Trying to put too Much Complexity into a Mobile Game can make for a Frustrating Experience
- Broken level up/promotion system – Causes frustration within competitive communities
- No EXP/Levels in Turn Based RPGs – Makes Combat Pointless
- Multiple Campaigns with Little Variety Create Monotonous Gameplay
- Locking certain content or region behind quests
- Achievements with untraceable progress
- No central aiming point in First-Person games make player feel dizzy and confused
- Game gives wrong instructions to the player.
- Slow game development
- Excessive Use of Tutorials and Explanation of Goals Ruins Experience for Long Time Fans
- Overly punishing consequences in games - force the player to restart or leave the game.
- Annoying side quest pop ups
- Make sure a new game feature or mode does not clash with the current tone of the game.
- DLC that splits up multiplayer groups leaves player feeling left out
- God-like Player Characters Reduce uncertainty and player interest
- Delayed Movement Response to Cater to Smoother Animations: Causes reaction issues when necessary for players
- No Iteration between Squeals - Repetitive Franchise
- In-game messages can demoralize players.
- Outdated Champions - Leads to Annoyed Players
- Player waypoint/guidance system turning off randomly – confuses player
- Inaccurate Info Given to Player
- Constant Change of Visual Language Hinders Strategy
- Constant Repetition of Obvious Information Can Cause Player Frustration
- Not allowing players to pick up ammo from enemy weapons in shooter games
- Adding VR Integration to a Game Not Designed For It Can Lead to a Negative Player Experience
- Only have extremely hard level in game