Oh gods, yes. I hate obvious padding like that. Halo Infinite has it - destroy 3 of that, power up 3 of this. It mixes things up by having different encounters at each of the three locations, but come on, why can't it be ONE thing instead of three?
A variation of that is the forced detour, aka "Oh no, the door is locked, we have to go around" or "Oh no, the floor collapsed under us, we have to go back up". Last of Us 2 was absurd with these two.
For me, it's collect-a-thons. They weren't fun in Donkey Kong or Banjo and Kazooie and they still aren't fun now. Why create these wonderfully oversized, detailed worlds if you are going to just supplement gameplay with ambiguous item fetch-quests.
There are exceptions, of course, But by and large, it just shows laziness on the part of the developer. Good article, by the way!
Yeah. It is funny some of the design decisions made by developers. Another one that irks me is unskippable cutscenes, especially after you die after the cutscene and are forced to rewatch the unskippable cutscene AGAIN. I mean, who thinks that a great idea?! haha
Having to do a thing three times would make my list as #1
For me, it's collect-a-thons. They weren't fun in Donkey Kong or Banjo and Kazooie and they still aren't fun now. Why create these wonderfully oversized, detailed worlds if you are going to just supplement gameplay with ambiguous item fetch-quests.
There are exceptions, of course, But by and large, it just shows laziness on the part of the developer.
Good article, by the way!
how about not allowing cutscene skipping
that's flat out inexcusable in any game in the last 10 years
this comments are demanding a "The 4 Horsemen of The Apocalypse of Game Design Flaws" sequel