For shooters, I hate some of the trends that I've seen in recent years. Namely taking some of the better parts from shooters that work, replicating them poorly and then not adding anything substantive to bridge those elements. Where I see this mainly occuring is in level design through small setpeices. Most of this seems to be for milking a small playable area as long as you can before making the player run down some small path to the next area to be milked. It's not exciting watching NPCs bounce over the wall while some guy on the comm tells you more baddies have just entered the area.
The other thing is obnoxious radio chatter. Unless you're going to use humor for teammate chatter, or you're UT using scripted trash talking, I'd rather NPCs stick to reporting information only a la Tom Clancy games. "Tango down" and that sort of thing.
I could name a bunch for RPGs, but my complaints generally center around a lot of the JRPG staples that have been around for years, like long unskippable cutscenes; long tedious boss fights (especially if there's no save point immediately before it); and other various techniques to corral the player into some direction/action the game designers want you to take. How is that even role-playing?
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