Ten of my gaming pet peeves

A couple of years ago, I put together two lists of things I really dislike about modern video games – but somehow I’ve managed to find even more! Although there’s lots to enjoy when it comes to the hobby of gaming, there are still plenty of annoyances and dislikes that can detract from even the most pleasant of gaming experiences. So today, I thought it could be a bit of fun to take a look at ten of them!

Several of these points could (and perhaps one day will) be full articles or essays all on their own. Big corporations in the video games industry all too often try to get away with egregiously wrong and even malicious business practices – and we should all do our best to call out misbehaviour. While today’s list is somewhat tongue-in-cheek, there are major issues with the way big corporations in the gaming realm behave… as indeed there are with billion-dollar corporations in every other industry, too.

Gaming is great fun… but it has its annoyances!

That being said, this is supposed to be a bit of fun. And as always, I like to caveat any piece like this by saying that everything we’re going to be talking about is nothing more than one person’s subjective take on the topic! If you disagree with everything I have to say, if you like, enjoy, or don’t care about these issues, or if I miss something that seems like an obvious inclusion to you, please just keep in mind that all of this is just the opinion of one single person! There’s always room for differences of opinion; as gamers we all have different preferences and tolerance levels.

If you’d like to check out my earlier lists of gaming annoyances, you can find the first one by clicking or tapping here, and the follow-up by clicking or tapping here. In some ways, this list is “part three,” so if you like what you see, you might also enjoy those older lists as well!

With all of that out of the way, let’s jump into the list – which is in no particular order.

Number 1:
Motion blur and film grain.

Film grain and motion blur options in Ghostwire Tokyo.

Whenever I boot up a new game, I jump straight into the options menu and disable both motion blur and film grain – settings that are almost always inexplicably enabled by default. Film grain is nothing more than a crappy Snapchat filter; something twelve-year-olds love to play with to make their photos look “retro.” It adds nothing to a game and actively detracts from the graphical fidelity of modern titles.

Motion blur is in the same category. Why would anyone want this motion sickness-inducing setting enabled? It smears and smudges even the best-looking titles for basically no reason at all. Maybe on particularly underpowered systems these settings might hide some graphical jankiness, but on new consoles and even moderately good PCs, they’re unnecessary. They make games look significantly worse – and I can’t understand why anyone would choose to play a title with them enabled.

Number 2:
In-game currencies that have deliberately awkward exchange rates.

Show-Bucks bundles in Fall Guys.

In-game currencies are already pretty shady; a psychological manipulation to trick players into spending more real money. But what’s far worse is when in-game currencies are deliberately awkward with their exchange rates. For example, if most items on the storefront cost 200 in-game dollars, but I can only buy in-game dollars in bundles of 250 or 500. If I buy 250 in-game dollars I’ll have a few left over that I can’t spend, and if I buy 500 then I’ll have spent more than I need to.

This is something publishers do deliberately. They know that if you have 50 in-game dollars left over there’ll be a temptation to buy even more to make up the difference, and they know players will be forced to over-spend on currencies that they have no need for. Some of these verge on being scams – but all of them are annoying.

Number 3:
Fully-priced games with microtransactions.

The in-game shop in Diablo IV.

If a game is free – like Fortnite or Fall Guys – then microtransactions feel a lot more reasonable. Offering a game for free to fund it through in-game purchases is a viable business model, and while it needs to be monitored to make sure the in-game prices aren’t unreasonable, it can be an acceptable way for a game to make money. But if a game costs me £65 up-front, there’s no way it should include microtransactions.

We need to differentiate expansion packs from microtransactions, because DLC that massively expands a game and adds new missions and the like is usually acceptable. But if I’ve paid full price for a game, I shouldn’t find an in-game shop offering me new costumes, weapon upgrades, and things like that. Some titles absolutely take the piss with this, too, even including microtransactions in single-player campaigns, or having so many individual items for sale that the true cost of the game – including purchasing all in-game items – can run into four or even five figures.

Number 4:
Patches as big as (or bigger than) the actual game.

No patch should ever need to be this large.

This one kills me because of my slow internet! And it’s come to the fore recently as a number of big releases have been buggy and broken at launch. Jedi: Survivor, for example, has had patches that were as big as the game’s original 120GB download size – meaning a single patch would take me more than a day to download. Surely it must be possible to patch or fix individual files without requiring players to download the entire game all over again – in some cases more than once.

I’m not a developer or technical expert, and I concede that I don’t know enough about this topic on a technical level to be able to say with certainty that it’s something that should never happen. But as a player, I know how damnably annoying it is to press “play” only to be told I need to wait hours and hours for a massive, unwieldy patch. Especially if that patch, when fully downloaded, doesn’t appear to have actually done anything!

Number 5:
Broken PC ports.

This is supposed to be Joel from The Last Of Us Part 1.

As I said when I took a longer look at this topic, I had hoped that broken PC ports were becoming a thing of the past. Not so, however! A number of recent releases – including massive AAA titles – have landed on PC in broken or even outright unplayable states, plagued by issues that are not present on PlayStation or Xbox.

PC is a massive platform, one that shouldn’t be neglected in this way. At the very least, publishers should have the decency to delay a PC port if it’s clearly lagging behind the console versions – but given the resources that many of the games industry’s biggest corporations have at their disposal, I don’t see why we should accept even that. Develop your game properly and don’t try to launch it before it’s ready! I’m not willing to pay for the “privilege” of doing the job of a QA tester.

Number 6:
Recent price hikes.

It must be some kind of visual metaphor…

Inflation and a cost-of-living crisis are really punching all of us in the face right now – so the last thing we need are price hikes from massive corporations. Sony really pissed me off last year when they bragged to their investors about record profits before turning around literally a matter of weeks later and announcing that the price of PlayStation 5 consoles was going to go up. This is unprecedented, as the cost of consoles usually falls as a console generation progresses.

But Sony is far from the only culprit. Nintendo, Xbox, Activision Blizzard, TakeTwo, Electronic Arts and practically every major corporation in the games industry have jacked up their prices over the last few years, raising the basic price of a new game – and that’s before we look at DLC, special editions, and the like. These companies are making record-breaking profits, and yet they use the excuse of “inflation” to rip us off even more. Profiteering wankers.

Number 7:
The “release now, fix later” business model is still here.

The player character falling through the map in Star Wars Jedi: Survivor.

I had hoped that some recent catastrophic game launches would have been the death knell for the “release now, fix later” business model – but alas. Cyberpunk 2077 failed so hard that it got pulled from sale and tanked the share price of CD Projekt Red… but even so, this appalling way of making and launching games has persisted. Just in the first half of 2023 we’ve had titles like Hogwarts Legacy, Redfall, Jedi: Survivor, Forspoken, and The Lord of the Rings: Gollum that arrived broken, buggy, and unplayable.

With every disaster that causes trouble for a corporation, I cross my fingers and hope that lessons will be learned. But it seems as if the “release now, fix later” approach is here to stay. Or at least it will be as long as players keep putting up with it – and even defending it in some cases.

Number 8:
Day-one DLC/paywalled day-one content.

An example of a “digital deluxe edition” and its paywalled content.

It irks me no end when content that was clearly developed at the same time as the “base version” of a game is paywalled off and sold separately for an additional fee. The most egregious example of this that comes to mind is Mass Effect 3′s From Ashes DLC, which was launched alongside the game. This DLC included a character and missions that were completely integrated into the game – yet had been carved out to be sold separately.

This practice continues, unfortunately, and many modern titles release with content paywalled off, even if that content was developed right along with the rest of the game. Sometimes these things are designed to be sold as part of a “special edition,” but that doesn’t excuse it either. Even if all we’re talking about are character skins and cosmetic content, it still feels like those things should be included in the price – especially in single-player titles. Some of this content can be massively overpriced, too, with packs of two or three character skins often retailing for £10 or more.

Number 9:
Platform-exclusive content and missions.

Spider-Man was a PlayStation-only character in Marvel’s Avengers.

Some titles are released with content locked to a single platform. Hogwarts Legacy and Marvel’s Avengers are two examples that come to mind – and in both cases, missions and characters that should have been part of the main game were unavailable to players on PC and Xbox thanks to deals with Sony. While I can understand the incentive to do this… it’s a pretty shit way of making money for a publisher, and a pretty scummy way for a platform to try to attract sales.

Again, this leaves games incomplete, and players who’ve paid full price end up getting a worse experience or an experience with less to do depending on their platform of choice. That’s unfair – and it’s something that shouldn’t be happening.

Number 10:
Pre-orders.

Cartman from South Park said it best:
“You know what you get for pre-ordering a game? A big dick in your mouth.”

Pre-ordering made sense – when games were sold in brick-and-mortar shops on cartridges or discs. You wanted to guarantee your copy of the latest big release, and one way to make sure you’d get the game before it sold out was to pre-order it. But that doesn’t apply any more; not only are more and more games being sold digitally, but even if you’re a console player who wants to get a game on disc, there isn’t the same danger of scarcity that there once was.

With so many games being released broken – or else failing to live up to expectations – pre-ordering in 2023 is nothing short of stupidity, and any player who still does it is an idiot. It actively harms the industry and other players by letting corporations get away with more misbehaviour and nonsense. If we could all be patient and wait a day or two for reviews, fewer games would be able to be launched in unplayable states. Games companies bank on a significant number of players pre-ordering and not cancelling or refunding if things go wrong. It’s free money for them – and utterly unnecessary in an age of digital downloads.

So that’s it!

A PlayStation 5 console.

We’ve gone through ten of my pet peeves when it comes to gaming. I hope this was a bit of fun – and not something to get too upset over!

The gaming landscape has changed massively since I first started playing. Among the earliest titles I can remember trying my hand at are Antarctic Adventure and the Commodore 64 title International Soccer, and the first home console I was able to get was a Super Nintendo. Gaming has grown massively since those days, and the kinds of games that can be created with modern technology, game engines, and artificial intelligence can be truly breathtaking.

But it isn’t all good, and we’ve talked about a few things today that I find irritating or annoying. The continued push from publishers to release games too early and promise patches and fixes is particularly disappointing, and too many publishers and corporations take their greed to unnecessary extremes. But that’s the way the games industry is… and as cathartic as it was to get it off my chest, I don’t see those things disappearing any time soon!

All titles mentioned above are the copyright of their respective developer, studio, and/or publisher. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Crowdfunding and pre-ordering are completely different

One method of raising money that some game developers started using in the late 2000s and early 2010s is crowdfunding. Check out popular crowdfunding websites like Kickstarter and Indiegogo and you can find plenty of video game projects on offer, all of which are asking for your money.

In exchange for supporting a project or helping it get started, many crowdfunded games offer players their own copy – which can be a digital download or a physical boxed version depending on the title and the amount of money invested – to be delivered when the game is finally ready. This transactional approach to crowdfunding, combined with prices that are often comparable to the “standard” price of a brand-new game, has led many players to consider crowdfunding as an extended form of pre-ordering.

Logos for Kickstarter and Indiegogo – two of the web’s biggest crowdfunding platforms.

Unfortunately nothing could be further from the truth, and this fundamental misunderstanding has caused an awful lot of disappointment in recent years. It isn’t the fault of individual players, many of whom simply saw an exciting-sounding game and wanted to place their order as early as possible. Instead the fault really lies with the way these crowdfunding platforms and individual developers market their products.

When placing a pre-order for a video game, players are almost always committing their money to a project that is already fully-funded. Perhaps an indie developer has taken out a loan, or maybe we’re talking about a game produced by a larger publisher with the financial resources of their corporation. Regardless, by the time pre-orders go live for practically every title, the game’s development costs are covered and a release is assured. Some games receive delays even after accepting pre-orders, but even then a delay is usually a matter of weeks, months, or a year at the most – and the title is still being worked on.

A visualisation of buying things online…

Pre-orders are purchases – they’re a transaction between the player and the platform, shop, or publisher. As such they’re subject to a range of consumer protection laws, the most significant of which is the right to be refunded. If a pre-ordered game is cancelled, or even if a player changes their mind before release, they can simply contact the retailer or publisher and request a refund without too much hassle.

Crowdfunding, as many players have found to their cost, doesn’t work this way at all. At a fundamental level, crowdfunding is akin to a donation or an investment. As anyone who’s ever played the stock market or cryptocurrency can tell you, the value of investments can change over time, and as the developer or company you’ve donated to takes your money to use in the process of developing their game, there are no guarantees. Caveat emptor indeed.

Buyer beware!

Creating anything is an incredibly difficult and complicated process, and all manner of different unforeseeable situations can adversely impact a project. The current pandemic is an example – many films, television shows, and video games saw their production disrupted by events completely beyond their control. In short, a project may not always go as intended, and even if production goes as smoothly as possible, the end result may be radically different from its creator’s original vision.

For players who’ve donated to a crowdfunding project, this can be incredibly hard to take. They feel they were promised a particular kind of game within a given timeframe, but for any one of a thousand different reasons the game they got doesn’t align with those initial expectations or developer promises. Unfortunately there really isn’t much that can be done about this.

Many people end up angry or upset when a crowdfunded game fails to deliver.

Two examples come to mind of crowdfunding projects that didn’t go to plan. On a personal note I’ve got 2019’s Shenmue III. This title, which dedicated fans of a long-dead pair of games managed to raise an astonishing $7 million to help create, had one job as far as I was concerned: finish the story. Shenmue II had ended on a cliffhanger, and fans wanted to see protagonist Ryo Hazuki bring his quest for revenge to a conclusion. But for reasons I find utterly inexplicable, that didn’t happen. Shenmue III didn’t finish Ryo’s story.

The second example is one of the most egregious crowdfunding disasters of all time: Star Citizen. In development now for over eleven years, the game is nowhere near ready for release. While a small part of the game is available in an early alpha state, developers Cloud Imperium Games have mismanaged the project in truly epic style. With well over $300 million raised – almost all of which has been spent – Star Citizen is a complete disaster, with many of its original backers and fans now calling it a “scam” for the way it took their money.

Logo for the unreleased game Star Citizen.

Shenmue III had specific problems with its story as a result of its creator being unwilling to make cuts to the game’s bloated narrative. Star Citizen is an example of a developer getting completely out of their depth. With the amount of money Cloud Imperium Games raised growing, they felt the need to promise more features for the game. But more features meant more development time, which meant more money was needed to keep the lights on, and in order to raise more money they promised more features… leading to a catastrophic spiral from which the game will never escape. It’s a case of feature creep on an unprecedented scale.

There are plenty of other examples of disappointing crowdfunded games, including titles that ended up baring little resemblance to what had been originally promised and, of course, many games that simply never made it that far, being cancelled or simply vanishing without ever releasing so much as a teaser trailer.

Shenmue III is one of the biggest crowdfunding disappointments to me personally.

These things will always happen. In the games industry there are many examples of titles that entered development but never made it to release, including some whose details have subsequently leaked out – like Star Wars 1313, Rockstar’s Agent, and Prey 2. The key difference with those titles is that they were never being “sold” – players didn’t have to part with their money, meaning the only negative consequence of these cancellations is disappointment. On the rare occasion where a game has been cancelled after pre-orders were available that money is able to be refunded.

Because of the way crowdfunding works, players can be left out of pocket – some to the tune of thousands of pounds or dollars – if a project doesn’t go to plan. And because of the way many crowdfunded titles are marketed, players who believe that they essentially pre-ordered a game or engaged in a transaction are understandably upset. This is why we all need to educate ourselves and understand the fundamental difference between pre-ordering a game and participating in a crowdfunding campaign.

Some people invest vast sums of money in crowdfunding campaigns.

The best way I can explain it is like this:

Pre-ordering means you’re buying a game and engaging in a transaction with a company. They have already committed the financial resources to making the game, and while it can still turn out to be disappointing for all manner of reasons, your money is safe and in almost every case you’ll be able to get a refund.

Pre-ordering is a purchase; the proceeds go to the developer, publisher, and/or shop as proceeds for work already completed.

Crowdfunding is donating to a project. You aren’t purchasing anything – not even if a copy of the game is listed as a “reward” for investing your money. Your money is going to be taken by the developer to be used as part of the game’s creation, not to make a profit on a game they have already committed to making. Because a lot can go wrong or simply change during the creation of a video game, there’s a higher chance that when the game eventually releases it won’t be exactly what you expected – if it even releases at all. In any case your money is almost certainly gone, and unless you can afford to lawyer up or prove that a project was a deliberate scam or con, perpetrated by someone with no intention of creating a video game, you won’t be able to get it back.

Crowdfunding is a donation; the money is a gift which goes directly to the developer so they can fund the game’s creation.

Most projects are not scams – but that doesn’t mean things won’t go awry.

Speaking for myself, I’ve never donated to a crowdfunding campaign. Even when it came to titles like the aforementioned Shenmue III I simply concluded that I don’t have the money to lose. As someone on a low income my budget for video games – and any other entertainment product – is already low, so the idea of investing in the creation of something, no matter how “cool” it might sound, is something I’m unwilling to commit to.

Sadly, some of these failures and disappointments will lead to fewer players being willing to donate their money to crowdfunding campaigns in future. That will have an effect on some smaller independent developers for whom crowdfunding may be the only viable method of fundraising to bring their dream to life. In some cases we can lay the blame at the feet of large companies or wealthy individuals who essentially “abused” the crowdfunding model to create projects they could almost certainly have afforded to fund out of their own pockets. But some of the blame also lies at the feet of developers like Cloud Imperium Games, who have failed to deliver what they promised after more than a decade – while trying to convince players to buy in-game items that can cost upwards of $1,000. The whole thing gives crowdfunding a bad name.

Cloud Imperium Games is the company behind Star Citizen.

Your money is your own, and how you choose to spend it, donate it, or invest it is up to you. I would never tell anyone not to participate in a crowdfunding campaign, because at the end of the day it’s a personal decision. The gambler’s advice is always worth bearing in mind, though: “never invest more than you can afford to lose.” That’s true of poker games and it’s true of crowdfunding too.

I’ve been meaning to write this piece for a while; it was one of the articles I had in mind when I first created this website almost two years ago. Having spoken with several acquaintances who felt “scammed” by a crowdfunding project gone wrong, and seeing many comments and criticisms online of titles like Star Citizen from irate backers who feel – wrongly, I’m afraid – that they had something akin to a purchase guarantee or pre-order, I wanted to add my two cents to the conversation.

It’s my firm view that crowdfunding and pre-ordering are very different things, no matter how a project may be marketed. Some companies and individuals definitely cross a line, or come close to it, with how they talk about their projects and try to convince people to part with their money. But at the end of the day it’s up to us as individuals to make sure we understand what we’re getting into before we make any kind of financial commitment.

All titles mentioned above are the copyright of their respective developer, studio, publisher, etc. Some stock images courtesy of Pixabay. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.