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Game-breaking bugs resulting from careless, silly scripting errors (usually linked with an NPC).

Indie-developers that publish unfinished/abandoned "titles". . . just to see whether they sell. I think this accounts for about half of all mobile "apps" these days.

Goofy, fidgity inventory systems. . . especially in games with a heavy crafting component.
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lolinc: Game-breaking bugs resulting from careless, silly scripting errors (usually linked with an NPC).
Also, games choosing to simulate the life of NPCs to the degree that such bugs are possible.

For example, if you look at an older WRPG (I'm thinking the likes of Ultima 5 or earlier), when you leave the area, all state regarding such NPCs is thrown away. Therefore, if you kill somebody important, you can just leave and return and they'll be alive and well. Yes, this may not be realistic, but it results in a simpler game with less of a chance for bugs to crop up. (Note that Ultima 6 changed this.)

Or, if you look at a typical JRPG, NPCs aren't handled in a manner complex enough for such issues to arise. For example, you can't do things like attack arbitrary NPCs, so you can't kill someone important. While the simple handling of NPCs might seem limiting, it also reduces the potential for bugs. (Of course, game-breaking bugs can still occur, particularly if the player somehow manages to get story events to trigger in the wrong order.)

Of course, simple doesn't prevent such bugs. For example, in TES: Arena, where you can't attack permanent NPCs (AFAIK), refusing part of the main quest can make it unwinnable. Thing is, if you decline part of the main quest, you should be able to take on that part of the quest later, but in at least one case, talking to the quest giver will crash the game. (Arena is actually one of the less buggy TES games, mainly because of its simplicity, but it is still quite buggy.)

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lolinc: Goofy, fidgity inventory systems. . . especially in games with a heavy crafting component.
Ultima 4 and Final Fantasy 5 got inventory systems done right; no limit to the total number of items you can carry, only a limit of 99 of each item type. As a result, you never have to stop and sort out your inventory.

(The one downside of this system is that, if consumable items exist, you can just enter the dungeon with 99 of them and (probably) not have to worry about running out, destroying any attrition-related challenge the game might have.)
Post edited August 29, 2019 by dtgreene
low rated
Let me get this trainwreck back on track.

Accusing things of beiing "woke" or being "woke", whatever the Fistulon that double talk means. I just want people to drop the vernacular and say outright what they think is wrong so we can play the smallest marimba for them and go about our day.
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GameRager: Maybe in a game about music, perhaps.....games without stories can be good, but in a genre that plays on how good it's story is it is one key element needed to pull such off right and keep me engaged/drawn in.
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dtgreene: I've found that, if a game has a story, I need the gameplay to draw me in before I can get interested in the story. In particular, games that start with story exposition bore me before I even get to see what the game itself is like.

(Also, remember that "it's" = "it is"; if you're looking for the possessive, it's "its" (no apostrophe).)
I agree good gameplay helps one get engaged and is needed as well, I just also really like a good story.

Also I love long and detailed intros. *shrug*

(Sorry about the mistyping its.....poor grammar and multiple posts in quick succession tends to go hand in hand.)