Quest markers. The first game I recall playing that had this feature is Oblivion, and, while it did solve an onerous problem from Morrowind, where it could be difficult to find where you must go to continue a quest because of a simple map and vague and ambiguous directions from NPCs, it also made exploration and player participation in questing mindlessly trivial. Now, it seems like all modern RPGs and MMOs have an abundance of quest markers for fear that some player will stop playing because he couldn't figure out after more than a minute where to go next. It's not enough to tick a box in the options menu to remove them either, since it's often the case that the entire quest structure assumes the quest markers will show you the way, and without them, you're not given the requisite knowledge to figure it out on your own. It's streamlining run amok for the sake of accessibility.
Multiplayer level progression (such as in Call of Duty, Battlefield, and League of Legends). If a game's multiplayer isn't good enough to merit my attention for long, locking out weapons, upgrades, and characters behind a superficial progression system won't do it either. It's a cheap, manipulative way to keep people playing a game much longer than they normally would have while punishing players who don't have the same amount of time to potentially get the same experience as the hardcore players. I create my own kind of progression by setting goals I, not the game, want to aspire to achieve. Don't hold me back because you want to win my precious time.
Story-telling through audio playback. This was done well in Bioshock, but when every other modern open-world game seems to do the same thing, it comes across as contrived. How many people do you know in real life who record audio diaries? And why would they be scattered all over the place? It's a lazy method to fill in the holes in a plot or character. Just because it's somewhat believably explained in, say, Watch_Dogs and the Division because cell phone calls get recorded without consent, doesn't make it any less forced, disjointed, and out of place in the grand narrative.
Daily and weekly quests. A quick way to kill whatever joy there is to do in a game by giving players excuses to log into a game or inhibit progress behind rewards that are arbitrarily limited by quest lockouts. Make these rewards actually rewarding to get, rather than another chore among many others.
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