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** ''[[VideoGame/{{Persona4}} Persona 4]]'' is significantly better about this, as party members can and will [[TakingTheBullet save your character from taking a mortal blow]]...''but'', only if you're about to be hit by a single target attack. If an attack hits everyone, you're still screwed. Also you can decide to take manual control over the whole party, or often times just the person with the best healing skills. The original ''VideoGame/{{Persona}}'' and ''VideoGame/{{Persona 2}}'' are also significantly more lenient, as the main character dying doesn't end the game.

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** ''[[VideoGame/{{Persona4}} Shin Megami Tensei: Persona 4]]'' is significantly better about this, as party members can and will [[TakingTheBullet save your character from taking a mortal blow]]...''but'', only if you're about to be hit by a single target attack. If an attack hits everyone, you're still screwed. Also you can decide to take manual control over the whole party, or often times just the person with the best healing skills. The original ''VideoGame/{{Persona}}'' and ''VideoGame/{{Persona 2}}'' are also significantly more lenient, as the main character dying doesn't end the game.
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** ''[[VideoGame/{{Persona4}} Persona 4'' is significantly better about this, as party members can and will [[TakingTheBullet save your character from taking a mortal blow]]...''but'', only if you're about to be hit by a single target attack. If an attack hits everyone, you're still screwed. Also you can decide to take manual control over the whole party, or often times just the person with the best healing skills. The original ''VideoGame/{{Persona}}'' and ''VideoGame/{{Persona 2}}'' are also significantly more lenient, as the main character dying doesn't end the game.

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** ''[[VideoGame/{{Persona4}} Persona 4'' 4]]'' is significantly better about this, as party members can and will [[TakingTheBullet save your character from taking a mortal blow]]...''but'', only if you're about to be hit by a single target attack. If an attack hits everyone, you're still screwed. Also you can decide to take manual control over the whole party, or often times just the person with the best healing skills. The original ''VideoGame/{{Persona}}'' and ''VideoGame/{{Persona 2}}'' are also significantly more lenient, as the main character dying doesn't end the game.
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** ''[[VideoGame/Persona4 Persona 4'' is significantly better about this, as party members can and will [[TakingTheBullet save your character from taking a mortal blow]]...''but'', only if you're about to be hit by a single target attack. If an attack hits everyone, you're still screwed. Also you can decide to take manual control over the whole party, or often times just the person with the best healing skills. The original ''VideoGame/{{Persona}}'' and ''VideoGame/{{Persona 2}}'' are also significantly more lenient, as the main character dying doesn't end the game.

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** ''[[VideoGame/Persona4 ''[[VideoGame/{{Persona4}} Persona 4'' is significantly better about this, as party members can and will [[TakingTheBullet save your character from taking a mortal blow]]...''but'', only if you're about to be hit by a single target attack. If an attack hits everyone, you're still screwed. Also you can decide to take manual control over the whole party, or often times just the person with the best healing skills. The original ''VideoGame/{{Persona}}'' and ''VideoGame/{{Persona 2}}'' are also significantly more lenient, as the main character dying doesn't end the game.
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The server\'s having some issues with custom titles, so this should help as a more permanent fix.


** ''VideoGame/{{Persona 4}}'' is significantly better about this, as party members can and will [[TakingTheBullet save your character from taking a mortal blow]]...''but'', only if you're about to be hit by a single target attack. If an attack hits everyone, you're still screwed. Also you can decide to take manual control over the whole party, or often times just the person with the best healing skills. The original ''VideoGame/{{Persona}}'' and ''VideoGame/{{Persona 2}}'' are also significantly more lenient, as the main character dying doesn't end the game.

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** ''VideoGame/{{Persona 4}}'' ''[[VideoGame/Persona4 Persona 4'' is significantly better about this, as party members can and will [[TakingTheBullet save your character from taking a mortal blow]]...''but'', only if you're about to be hit by a single target attack. If an attack hits everyone, you're still screwed. Also you can decide to take manual control over the whole party, or often times just the person with the best healing skills. The original ''VideoGame/{{Persona}}'' and ''VideoGame/{{Persona 2}}'' are also significantly more lenient, as the main character dying doesn't end the game.
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Title issue is no longer problematic.


** Persona 4 is significantly better about this, as party members can and will [[TakingTheBullet save your character from taking a mortal blow]]...''but'', only if you're about to be hit by a single target attack. If an attack hits everyone, you're still screwed. Also you can decide to take manual control over the whole party, or often times just the person with the best healing skills. The original ''VideoGame/{{Persona}}'' and ''VideoGame/{{Persona 2}}'' are also significantly more lenient, as the main character dying doesn't end the game.

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** Persona 4 ''VideoGame/{{Persona 4}}'' is significantly better about this, as party members can and will [[TakingTheBullet save your character from taking a mortal blow]]...''but'', only if you're about to be hit by a single target attack. If an attack hits everyone, you're still screwed. Also you can decide to take manual control over the whole party, or often times just the person with the best healing skills. The original ''VideoGame/{{Persona}}'' and ''VideoGame/{{Persona 2}}'' are also significantly more lenient, as the main character dying doesn't end the game.
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Persona 4\'s page has been experiencing title problems, so this is only a temporary edit. Please revert once the issue is settled.


** ''VideoGame/{{Persona 4}}'' is significantly better about this, as party members can and will [[TakingTheBullet save your character from taking a mortal blow]]...''but'', only if you're about to be hit by a single target attack. If an attack hits everyone, you're still screwed. Also you can decide to take manual control over the whole party, or often times just the person with the best healing skills. The original ''VideoGame/{{Persona}}'' and ''VideoGame/{{Persona 2}}'' are also significantly more lenient, as the main character dying doesn't end the game.

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** ''VideoGame/{{Persona 4}}'' Persona 4 is significantly better about this, as party members can and will [[TakingTheBullet save your character from taking a mortal blow]]...''but'', only if you're about to be hit by a single target attack. If an attack hits everyone, you're still screwed. Also you can decide to take manual control over the whole party, or often times just the person with the best healing skills. The original ''VideoGame/{{Persona}}'' and ''VideoGame/{{Persona 2}}'' are also significantly more lenient, as the main character dying doesn't end the game.

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** ''Persona 3'' has another infamous ScrappyMechanic in its [[LevelUpAtIntimacy5 Social Link]] system -- specifically, its ability to [[YouLoseAtZeroTrust Reverse and Break]] Social Links; Reversing a Link means you need to spend extra time and effort to be able to start advancing it again (and P3 is already a ''very'' touchy game about time management), whilst Breaking one will mean you cannot use Personas of that Link. ''For the rest of the game, with no way of unBreaking it''. Particularly nasty is the fact that the five Social Links that require interacting with female characters take into account a hidden "jealousy" mechanic, which cuts down the time you have before that Link Reverses by a ''quarter'' each and every time you see a different girl. This is especially bad with Yukari Takeba, the Lovers Link, for whom major ValuesDissonance between Western and Japanese perspective is involved, making her the easiest Social Link in the game to Reverse or Break.



* ''BaldursGate'':

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* ''BaldursGate'':''VideoGame/BaldursGate'':
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** The card battle system in ''KingdomHeartsChainOfMemories.'' It drastically limits your combat freedom. It's not so bad when you fight normal enemies, but boss fights require a little more strategy. Sometimes, you'll run out of useful attack cards and would have to rely on Pluto to help you get more. It's even worse on Riku's story mode. His deck can't be customized like Sora's, so if you have a weak deck, you're stuck with it for the rest of the world. Unlike Sora, Pluto cards don't help him when he runs out. You can pretty much be stuck in a boss battle where your only reloadable card is a 1.
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** Unskippable Cutscenes. While such a minor gripe can be seen as nitpicking, the Final Fantasy series is rather notorious for [[BossBonanza throwing one boss fight after another]] with no saves inbetween. So be prepared to not only have to repeat the same boss fights, but also being forced to watch the same cutscenes over and over if you happen to lose.

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** Unskippable Cutscenes. While such a minor gripe can be seen as nitpicking, the Final Fantasy ''Final Fantasy'' series is rather notorious for [[BossBonanza throwing one boss fight after another]] with no saves inbetween. So be prepared to not only have to repeat the same boss fights, but also being forced to watch the same cutscenes over and over if you happen to lose. Frustratingly enough, this issue was ''not'' fixed in the HD remake of the game, despite it being one of the biggest complaints about ''X''.

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* In ''VideoGame/{{Wizardry}}: Tale of the Forsaken Land'' the magic leveling system certainly qualifies. You make spells via some combination of two or three monster materials, which randomly drop from appropriate enemies (Thief's Blood from various level Thieves, for example). Fair enough. You can also access a special merchant halfway through the game. Sell him at least one of any material, leave the dungeon, and every time you come back you can buy an infinite quantity of that item. Here's the problem. You need to go to town to fuse materials into spell stones. You need to go to the dungeon to find or buy the materials. It is not unusual for spells to have several dozen levels before they're maxed out with each level barely improving anything individually. You can hold, at most 60 items at a time and more likely about half that number. Run through halls past weak enemies to shop, Transfer Potion to town, repeat with frequent breaks to get more Transfer Potions. Did I mention this game is rather slow paced in general, so each run is taking several minutes? Have fun spending about half your total play time on spell grinding.

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* In ''VideoGame/{{Wizardry}}: Tale of the Forsaken Land'' the magic leveling system certainly qualifies. You make spells via some combination of two or three monster materials, which randomly drop from appropriate enemies (Thief's Blood from various level Thieves, for example). Fair enough. You can also access a special merchant halfway through the game. Sell him at least one of any material, leave the dungeon, and every time you come back you can buy an infinite quantity of that item. Here's the problem. You need to go to town to fuse materials into spell stones. You need to go to the dungeon to find or buy the materials. It is not unusual for spells to have several dozen levels before they're maxed out with each level barely improving anything individually. You can hold, at most 60 items at a time and more likely about half that number. Run through halls past weak enemies to shop, Transfer Potion to town, repeat with frequent breaks to get more Transfer Potions. Did I mention this game is rather slow paced in general, so each run is taking several minutes? Have fun spending about half your total play time on spell grinding.



** Especially considering that two elements of enemy have strictly OHKO attacks that both go from targeting one to multiple to all party members AND gain a higher chance of being effective as the game goes on. You can eventually develop Personas to make you immune to these attacks, but the first 3/4 of the game is spent in fear of a lucky shot taking out the protagonist and erasing a good chunk of progress with it. Combine this with the fact that the dungeon levels are randomly generated and thus give only random chances to go back to the save point until you get a special spell to do it whenever you like, and one cheap shot can take out an ''hour'' of grinding. Or, on an alternate path, there's a random chance of finding a special area with [[MetalSlime enemies that give huge rewards if you can kill them before they run]], some of which are necessary to complete quests, and if you get that ''one'' spell while you're scrambling back to save, well...did we mention this is a Scrappy? Yeah, it's a Scrappy. Lotta controllers gnawed in half, there.

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** Especially considering that two elements of enemy have strictly OHKO attacks that both go from targeting one to multiple to all party members AND gain a higher chance of being effective as the game goes on. You can eventually develop Personas to make you immune to these attacks, but the first 3/4 of the game is spent in fear of a lucky shot taking out the protagonist and erasing a good chunk of progress with it. Combine this with the fact that the dungeon levels are randomly generated and thus give only random chances to go back to the save point until you get a special spell to do it whenever you like, and one cheap shot can take out an ''hour'' of grinding. Or, on an alternate path, there's a random chance of finding a special area with [[MetalSlime enemies that give huge rewards if you can kill them before they run]], some of which are necessary to complete quests, and if you get that ''one'' spell while you're scrambling back to save, well...did we mention this is a Scrappy? Yeah, it's a Scrappy. Lotta controllers gnawed in half, there.quests.



** ''VideoGame/PaperMarioStickerStar'' has a lot of these. ''All'' moves you can perform on the battlefield are done with stickers. Stickers come in a ''finite'' quantity (over the course of the game, you can eventually reach 120 max capacity), and most of the more powerful ones [[InventoryManagementPuzzle take up more space in the Sticker Album]]. If you run out of stickers during battle, however unlikely it may seem, [[{{Unwinnable}} you might as well reload your last saved game]]. There is also ''no'' level or stat system at all; you can increase your HP with special items, but the game has no experience points of any kind; all enemy battles give you no rewards other than coins, making frequent combat rather pointless. But the worst offender ''has'' to be [[ForMassiveDamage the boss weakness system]]. The bosses (except perhaps the first) have so much HP and defense, you ''need'' to use the right sticker at the right time to have any hope of defeating any of them. What sticker and what time that is, more often than not, is quite a GuideDangIt, and even if you ''do'' figure out partway through the battle what you need, it will most likely be too late anyway; what are the chances of having that particular sticker already in your album ready to use at that moment, given that most of the weaknesses are of the aforementioned "requires extra inventory space" type? The final boss takes this [[UpToEleven to its ultimate]] [[FromBadToWorse and horrible conclusion]], with a '''[[MarathonBoss FIVE-PART]]''' boss battle, ''each'' of which requires specific stickers to complete. Did we mention that Sticker Star is considered to be a huge BaseBreaker, and generally [[TheyChangedItNowItSucks not in a good way]]?
*** To make matters worse, if you do manage to beat a boss without exploiting its weakness, or simply want to fight it normally, the game has your helper insult you for not doing what it wanted.

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** ''VideoGame/PaperMarioStickerStar'' has a lot of these. ''All'' moves you can perform on the battlefield are done with stickers. Stickers come in a ''finite'' quantity (over the course of the game, you can eventually reach 120 max capacity), and most of the more powerful ones [[InventoryManagementPuzzle take up more space in the Sticker Album]]. If you run out of stickers during battle, however unlikely it may seem, [[{{Unwinnable}} you might as well reload your last saved game]]. There is also ''no'' level or stat system at all; you can increase your HP with special items, but the game has no experience points of any kind; all enemy battles give you no rewards other than coins, making frequent combat rather pointless. But the worst offender ''has'' to be [[ForMassiveDamage the boss weakness system]]. The bosses (except perhaps the first) have so much HP and defense, you ''need'' to use the right sticker at the right time to have any hope of defeating any of them. What sticker and what time that is, more often than not, is quite a GuideDangIt, and even if you ''do'' figure out partway through the battle what you need, it will most likely be too late anyway; what are the chances of having that particular sticker already in your album ready to use at that moment, given that most of the weaknesses are of the aforementioned "requires extra inventory space" type? The final boss takes this [[UpToEleven to its ultimate]] [[FromBadToWorse and horrible conclusion]], with a '''[[MarathonBoss FIVE-PART]]''' boss battle, ''each'' of which requires specific stickers to complete. Did we mention that Sticker Star is considered to be a huge BaseBreaker, and generally [[TheyChangedItNowItSucks not in a good way]]?
*** To make matters worse,
And if you do manage to beat a boss without exploiting its weakness, or simply want to fight it normally, the game has your helper insult you for not doing what it wanted.
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*** To make matters worse, if you do manage to beat a boss without exploiting its weakness, or simply want to fight it normally, the game has your helper insult you for not doing what it wanted.
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To make it worse, the 'key-as-an-item-drop' mechanic comes up a ''lot'' more in the NewGamePlus. The player will be missing most of the new areas because the right enemies weren't killed in order for the drop to occur. Or, you know, the player just wasn't lucky enough to have the drop occur even when s/he did things right. And even if you do manage to find keys, the game ''will be '''damned''''' if it tells you where to go to use them.

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To make it worse, the 'key-as-an-item-drop' mechanic comes up a ''lot'' more in the NewGamePlus. The player will be missing most of the new areas because the right enemies weren't killed in order for the drop to occur. Or, you know, the player just wasn't lucky enough to have the drop occur even when s/he did things right. And even if you do manage to find keys, the game ''will be '''damned''''' if it tells you where to go to use them.them.
* ''VideoGame/EtrianOdyssey Untold: The Millenium Girl''[='=]s Grimoire Stones are an excellent idea, giving you lots of flexibility with giving your party additional cross-class and monster skills to use. What makes them annoying is that the process of gaining stones is completely random -- you have to wait for a chance for a stone to be created, and even then, the skills you get in one is random. Creating the ideal stone takes a lot of praying to the random number gods that the desired skills drop quickly.
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* WildArms4: The Hex system. The battle grid consists of six hexes where characters move around and attack. Particularly scrappy is the fact that you have to ''choose''' between whether you can move ''or'' attack during your turn. Considering the use of Combination attacks where several party members have to be in the same hex, and "Ley Points", hexes which give you your elemental attacks, you have to choose between giving your enemy a free hit on you or using less effective attacks. Except [[GameBreaker]] Raquel, the only character who can move ''and'' attack on her turn. This unbalance, fortunately, was remedied in WildArms5, where everyone can move and attack on their turn.

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* WildArms4: ''VideoGame/WildArms4'': The Hex system. The battle grid consists of six hexes where characters move around and attack. Particularly scrappy is the fact that you have to ''choose''' between whether you can move ''or'' attack during your turn. Considering the use of Combination attacks where several party members have to be in the same hex, and "Ley Points", hexes which give you your elemental attacks, you have to choose between giving your enemy a free hit on you or using less effective attacks. Except [[GameBreaker]] Raquel, the only character who can move ''and'' attack on her turn. This unbalance, fortunately, was remedied in WildArms5, ''VideoGame/WildArms5'', where everyone can move and attack on their turn.

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* Besides being an incomplete game put on the shelves just before Xmas, KnightsOfTheOldRepublic 2 had several other points it was disliked for. On infamous example would be leading the [[ArtificialStupidity dumbest]] person in the galaxy out of an underground military base. The follow mechanic was so badly scripted, it would take at least ten minutes to reach the exit, while continuously going back, and occasionally talking to him a few more times, trying to get him to move.
** Unless you go into Solo Mode. Apparently, your party members block his view of you, and he won't follow them even though they're clearly following you.

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* Besides being ''KnightsOfTheOldRepublic 2'' has an incomplete game put on the shelves just before Xmas, KnightsOfTheOldRepublic 2 had several other points it was disliked for. On infamous example would be leading the [[ArtificialStupidity dumbest]] person in the galaxy out of an underground military base. The follow mechanic was mechanic, which is so badly scripted, it would take scriptedit takes at least ten minutes to reach the exit, while continuously going back, and occasionally talking to him a few more times, trying to get him to move.
** Unless
move. That is unless you go into Solo Mode. Apparently, Mode; apparently, your party members block his view of you, and he won't follow them even though they're clearly following you.

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Added to KOTOR 2 example


* Besides being an incomplete game put on the shelves just before Xmas, KnightsOfTheOldRepublic 2 had several other points it was disliked for. On infamous example would be leading the [[ArtificialStupidity dumbest]] person in the galaxy out of an underground military base. The follow mechanic was so badly scripted, it would take at least ten minutes to reach the exit, while continously going back, and occasionally talking to him a few more times, trying to get him to move.

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* Besides being an incomplete game put on the shelves just before Xmas, KnightsOfTheOldRepublic 2 had several other points it was disliked for. On infamous example would be leading the [[ArtificialStupidity dumbest]] person in the galaxy out of an underground military base. The follow mechanic was so badly scripted, it would take at least ten minutes to reach the exit, while continously continuously going back, and occasionally talking to him a few more times, trying to get him to move.move.
** Unless you go into Solo Mode. Apparently, your party members block his view of you, and he won't follow them even though they're clearly following you.
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** Another failing lies in the Loot system - not so much the loot itself, but the game's inexplicable habit of putting sidequest-relevant items into the Loot section of the inventory rather than Key Items. Accidentally sold that thing that would let you solve the quest? Sucks to be you!
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Sinkhole


* Several of the implementation systems in ''VideoGame/FinalFantasyVI''. [[BlatantLies The manual told you Terra's Morph lasted longer with every use, when it lasts longer with enemies killed but can be depleted.]] Mog's Dance and Gau's Rage make them uncontrollable, and Gau's Rages often make no sense. (A squirrel can open a hole in the ground? Okay. The mighty Intangir has a penchant for suicide? Fine. A housecat has the best physical attack in the game? Sure.) Sabin's Blitz is supposed to mimic a fighting game, but you don't need to reverse the button inputs if you get a pincer or a back attack that causes Sabin to stand on the left side of the screen, unlike in a fighting game. Also, the rotating can be tough on a D-pad; it's used for [[FourIsDeath four]] of the moves. It also doesn't help that the game [[GuideDangIt doesn't bother to tell you]] that all but two Blitzes run off of Sabin's initially low magic stat. Relm's Sketch mimics a monster's ability, which would be good if monsters were weak against their own abilities in this game, or if not for the fact that monsters' stats (which she of course uses) suck and they have massive HP. Sketch is effective at one thing, though - introducing {{Game Breaking Bug}}s. It might give you thousands of copies of the game's best equipment, but it might also erase all your save files. But Cyan's Bushido is the worst; you have to let it charge to get access to stronger moves, and you can't do anything else while it's charging. Even if you use Quick so that you're not losing time by doing this, it's just tedious to use.

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* Several of the implementation systems in ''VideoGame/FinalFantasyVI''. [[BlatantLies The manual told you Terra's Morph lasted longer with every use, when it lasts longer with enemies killed but can be depleted.]] Mog's Dance and Gau's Rage make them uncontrollable, and Gau's Rages often make no sense. (A squirrel can open a hole in the ground? Okay. The mighty Intangir has a penchant for suicide? Fine. A housecat has the best physical attack in the game? Sure.) Sabin's Blitz is supposed to mimic a fighting game, but you don't need to reverse the button inputs if you get a pincer or a back attack that causes Sabin to stand on the left side of the screen, unlike in a fighting game. Also, the rotating can be tough on a D-pad; it's used for [[FourIsDeath four]] four of the moves. It also doesn't help that the game [[GuideDangIt doesn't bother to tell you]] that all but two Blitzes run off of Sabin's initially low magic stat. Relm's Sketch mimics a monster's ability, which would be good if monsters were weak against their own abilities in this game, or if not for the fact that monsters' stats (which she of course uses) suck and they have massive HP. Sketch is effective at one thing, though - introducing {{Game Breaking Bug}}s. It might give you thousands of copies of the game's best equipment, but it might also erase all your save files. But Cyan's Bushido is the worst; you have to let it charge to get access to stronger moves, and you can't do anything else while it's charging. Even if you use Quick so that you're not losing time by doing this, it's just tedious to use.
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** The usage of the Wiimote during a mandatory mini-game, rather early into the game. The player is forced to have Emil move forwards towards a Garuda, keeping an eye out on random bursts of wind it sends his way that will push him back if he gets hit and he loses the mini-game if he gets pushed off the dias they are on. But, when the player is close enough to the Garuda, also needs to [[{{Waggle}} shake the Wiimote like crazy]] to subdue it and it's told via a bar that is shown at the bottom of the screen ''but'' you also need to watch out for more wind bursts that didn't stop yet. Especially egregious, as it feels completely unneeded and shoe-horned into the game, since in no other location anywhere in the game was such waggling required to proceed.

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** The simple act of ''running'' is AwesomeButImpractical since it drains health.
** You can't choose who your party attacks in fights.

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** The simple act of ''running'' is AwesomeButImpractical since it drains health. You are unable to run if any member of your party dips below 1/3rd full health.
** You can't choose who your party attacks in fights. Instead, the game has each character's AI choose their target, taking much of the strategy out of the player's hands.
** Some enemies have special attacks that can ''steal or'' '''''break''''' ''your equipment.''
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* Several of the implementation systems in ''VideoGame/FinalFantasyVI''. [[BlatantLies The manual told you Terra's Morph lasted longer with every use, when it lasts longer with enemies killed but can be depleted.]] Mog's Dance and Gau's Rage make them uncontrollable, and Gau's Rages often make no sense. (A squirrel can open a hole in the ground? Okay. The mighty Intangir has a penchant for suicide? Fine. A housecat has the best physical attack in the game? Sure.) Sabin's Blitz is supposed to mimic a fighting game, but you don't flip the sequence, unlike a fighting game. Also, the rotating can be tough on a D-pad; it's used for [[FourIsDeath four]] of the moves. It also doesn't help that the game [[GuideDangIt doesn't bother to tell you]] that all but two Blitzes run off of Sabin's initially low magic stat. Relm's Sketch mimics a monster's ability, which would be good if monsters were weak against their own abilities in this game, or if not for the fact that monsters' stats (which she of course uses) suck and they have massive HP. Sketch is effective at one thing, though - introducing {{Game Breaking Bug}}s. It might give you thousands of copies of the game's best equipment, but it might also erase all your save files. But Cyan's Bushido is the worst; you have to let it charge to get access to stronger moves, and you can't do anything else while it's charging. Even if you use Quick so that you're not losing time by doing this, it's just tedious to use.

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* Several of the implementation systems in ''VideoGame/FinalFantasyVI''. [[BlatantLies The manual told you Terra's Morph lasted longer with every use, when it lasts longer with enemies killed but can be depleted.]] Mog's Dance and Gau's Rage make them uncontrollable, and Gau's Rages often make no sense. (A squirrel can open a hole in the ground? Okay. The mighty Intangir has a penchant for suicide? Fine. A housecat has the best physical attack in the game? Sure.) Sabin's Blitz is supposed to mimic a fighting game, but you don't flip need to reverse the sequence, button inputs if you get a pincer or a back attack that causes Sabin to stand on the left side of the screen, unlike in a fighting game. Also, the rotating can be tough on a D-pad; it's used for [[FourIsDeath four]] of the moves. It also doesn't help that the game [[GuideDangIt doesn't bother to tell you]] that all but two Blitzes run off of Sabin's initially low magic stat. Relm's Sketch mimics a monster's ability, which would be good if monsters were weak against their own abilities in this game, or if not for the fact that monsters' stats (which she of course uses) suck and they have massive HP. Sketch is effective at one thing, though - introducing {{Game Breaking Bug}}s. It might give you thousands of copies of the game's best equipment, but it might also erase all your save files. But Cyan's Bushido is the worst; you have to let it charge to get access to stronger moves, and you can't do anything else while it's charging. Even if you use Quick so that you're not losing time by doing this, it's just tedious to use.
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Natter, I\'m afraid


*** Fortunately, the party AI is still pretty good. Occasional bouts of ArtificialStupidity aside (like Mitsuru's love for {{Useless Useful Spell}}s,) they can recognize when their attacks aren't working and switch attack types until they find a weakness (and immediately start exploiting any weaknesses they can when it's finally found,) and throw out healing spells when someone's in trouble. There's also numerous AI modes that they can can switched to on the fly.
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*** Fortunately, the party AI is still pretty good. Occasional bouts of ArtificialStupidity aside (like Mitsuru's love for {{Useless Useful Spell}}s,) they can recognize when their attacks aren't working and switch attack types until they find a weakness (and immediately start exploiting any weaknesses they can when it's finally found,) and throw out healing spells when someone's in trouble. There's also numerous AI modes that they can can switched to on the fly.
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** Yes, spells get more powerful, except for Life. Life never gets stronger, just costs more MP. Bah. Good thing the Life spell tome is available fairly early in the game and is relatively cheap, so you can just trash the spell and learn it again to reset the MP cost to 1.
** Let's not forget the sadistic [[Series/LetsMakeADeal Monty Hall]] game that the game plays with you; in most dungeons, you will find a series of doors. Pick the right one, and you can proceed with your quest; pick a wrong one, and you'll not only end up in an empty dead-end room, you'll end up right in ''the middle of the room'' instead of by the door, and since you have no choice but to walk a few steps to the door and since the random encounter rate in these rooms is often pretty high, you'll end up getting attacked by monsters as you leave. Lovely.

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** Yes, spells Spells get more powerful, except for Life. Life never gets stronger, just costs more MP. Bah. Good thing the Life spell tome is available fairly early in the game and is relatively cheap, so you can just trash the spell and learn it again to reset the MP cost to 1.
** Let's not forget the The sadistic [[Series/LetsMakeADeal Monty Hall]] game that the game plays with you; in you. In most dungeons, you will find a series of doors. Pick the right one, and you can proceed with your quest; pick a wrong one, and you'll not only end up in an empty dead-end room, you'll end up right in ''the middle of the room'' instead of by the door, and since you have no choice but to walk a few steps to the door and since the random encounter rate in these rooms is often pretty high, you'll end up getting attacked by monsters as you leave. Lovely.
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** On the first game's Insanity difficulty, and Hardcore to a lesser extent, all organic enemies that did not use biotics had the immunity ability to reduce all damage they took by eighty percent. Wrex or Liara had to be pretty much stapled into the part for such cases and it's a large part of what kills the Mako's usefulness on higher difficulties.

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** On the first game's Insanity difficulty, and Hardcore to a lesser extent, all organic enemies that did not use biotics had the immunity Immunity ability to reduce all damage they took by eighty percent. Wrex or Liara had to be pretty much stapled into the part party for such cases and it's a large part of what kills the Mako's usefulness on higher difficulties.



** Yes, spells get more powerful, except for Life. Life never gets stronger, just costs more MP. Bah.Good thing the Life spelltome is available fairly early in the game and is relatively cheap, so you can just trash the spell and learn it again to reset the MP cost to 1.

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** Yes, spells get more powerful, except for Life. Life never gets stronger, just costs more MP. Bah. Good thing the Life spelltome spell tome is available fairly early in the game and is relatively cheap, so you can just trash the spell and learn it again to reset the MP cost to 1.



** In earlier versions of the game, all weapons came with a penalty to the intelligence and spirit stats. [[GuideDangIt There is nothing indicating this]]. [[MagicStaff Staves]] and daggers had the smallest penalty at five percent. Most other weapons had a penalty of forty or fifty percent. Bows, the default weapon of the intended BlackMage, had a whopping ''seventy percent'' penalty. This mechanic was thankfully removed from the Game Boy Advance and all subsequent versions.

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** In earlier versions of the game, all weapons came with a penalty to the intelligence and spirit stats. [[GuideDangIt There is nothing indicating this]]. [[MagicStaff Staves]] and daggers had the smallest penalty at five percent. Most other weapons had a penalty of forty or fifty percent. Bows, the default weapon of the intended BlackMage, had a whopping ''seventy percent'' penalty. Not only that, every piece of armor has an individual penalty that ranged from zero to ''one hundred''. This mechanic was thankfully removed from the Game Boy Advance and all subsequent versions.
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This is needlessly antagonizing and doesn\'t need to be mentioned since story justifications don\'t make a mechanic less of a scrappy anyway. Rewording to be less aggressive.


** ANY RPG game where [[WeCannotGoOnWithoutYou the game ends if the main character bites it]], but the party has the means to make you [[BuffySpeak un-bite it.]] This goes for Baldur's Gate and Persona 3 and 4, as mentioned above. [[spoiler: Baldur's Gate and Persona 3 have story justifications, but]] Anyone willing to sacrifice an AntiFrustrationFeature for the microscopic pinch of story flavor/immersion doesn't deserve to be in their pretentious clique.

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** ANY RPG game where [[WeCannotGoOnWithoutYou the game ends if the main character bites it]], but the party has the means to make you [[BuffySpeak un-bite it.]] This goes for Baldur's Gate ''Baldur's Gate'', as well as ''Persona 3'' and Persona 3 and 4, ''4'', as mentioned above. [[spoiler: Baldur's Gate and Persona 3 have above. [[GameplayAndStoryIntegration In-game story justifications, but]] Anyone willing to sacrifice an AntiFrustrationFeature or plot]] [[JustifiedTrope justifications]] for this mechanic does little to alleviate [[NintendoHard the microscopic pinch of story flavor/immersion doesn't deserve to be in their pretentious clique.frustration]] [[FakeDifficulty it can invoke upon players]].



** In the first instalment, you need to heal everyone before going to sleep, because resting recuperate very little [[HitPoints HP]]. This can be frustrating when you have many injured in your party, since you'll have to remanage your healers' memorized spells and pay multiple times for a room at the inn. This was fixed in the sequel where you only need to rest once and everyone is healed.

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** In the first instalment, installment, you need to heal everyone before going to sleep, because resting recuperate very little [[HitPoints HP]]. This can be frustrating when you have many injured in your party, since you'll have to remanage your healers' memorized spells and pay multiple times for a room at the inn. This was fixed in the sequel where you only need to rest once and everyone is healed.
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** Unskippable Cutscenes. While such a minor gripe can be seen as nitpicking, the Final Fantasy series is rather notorious for [[BossBonanza throwing one boss fight after another]] with no saves inbetween. So be prepared to not only have to repeat the same boss fights, but also being forced to watch the same cutscenes over and over if you happen to lose.
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** The stealth missions in ''Days'', just the stealth missions. When following Pete, you have to ensure that he remains in your field of vision, while you avoid going into his (which are ColorCodedForYourConvenience). This would be fine if a) [[CameraScrew the camera didn't hate you with a vengeance]] and b) if your partner didn't stand aimlessly so that he could get caught. Also, when segments of this mechanic are implanted into Beast's Castle, it gets rather tedious when you have to avoid being caught by either Lumière or Cogsworth. What really puts the cherry on top of this massive disaster is that even if you try to glide over them, [[{{Facepalm}} THEY STILL SEE YOU]].
*** Don't forget that your "field of vision" has no connection with whether you can actually see your target. Instead of using the camera lock-on system, the game defines your field of vision as a short cone-shaped area directly in front of your character. That's right -- the game completely ignores the mechanism that keeps your eye on a target for a mini-game involving keeping your eye on a target. So if you try to circle-strafe, the target leaves your vision area because the cone area turns sideways. You fail the mission because the game says you lost sight of your target, despite the fact they're 10 feet away and the camera has perfect vision of them.

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** The stealth missions in ''Days'', just the stealth missions. When following Pete, you have to ensure that he remains in your field of vision, while you avoid going into his (which are ColorCodedForYourConvenience). This would be fine if a) [[CameraScrew the camera didn't hate you with a vengeance]] and b) if your partner didn't stand aimlessly so that he could get caught. Also, when segments of this mechanic are implanted into Beast's Castle, it gets rather tedious when you have to avoid being caught by either Lumière or Cogsworth. What really puts the cherry on top of this massive disaster is that even if you try to glide over them, [[{{Facepalm}} THEY STILL SEE YOU]].
*** Don't forget that your
YOU.
**Your
"field of vision" has no connection with whether you can actually see your target. Instead of using the camera lock-on system, the game defines your field of vision as a short cone-shaped area directly in front of your character. That's right -- the game completely ignores the mechanism that keeps your eye on a target for a mini-game involving keeping your eye on a target. So if you try to circle-strafe, the target leaves your vision area because the cone area turns sideways. You fail the mission because the game says you lost sight of your target, despite the fact they're 10 feet away and the camera has perfect vision of them.
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* Item combination in ''{{Arcuz}} II''. To enchant equipment or enhance enchantments, you need two elemental gems, a special stone and your weapon. Each enchant level has a failure chance (10% from level 1 to 2, 25% from 2 to 3, 50% from 3 to 4). If enchanting fails, not only does it consume all the gems used, but is also removes all existing enchantments on the equipment. And a further kick in the face is that the game saves after you combine/enchant any items, regardless of success, so no refreshing your window to cheat!

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* Item combination in ''{{Arcuz}} ''VideoGame/{{Arcuz}} II''. To enchant equipment or enhance enchantments, you need two elemental gems, a special stone and your weapon. Each enchant level has a failure chance (10% from level 1 to 2, 25% from 2 to 3, 50% from 3 to 4). If enchanting fails, not only does it consume all the gems used, but is also removes all existing enchantments on the equipment. And a further kick in the face is that the game saves after you combine/enchant any items, regardless of success, so no refreshing your window to cheat!
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** The Mako was replaced by the (DLC-only) Hammerhead Hover Tank, which still gets insulted by some players for being a ReplacementScrappy. The game refuses to let you save when driving the tank (and you're only allowed to exit the vehicle when you arrive at your destination), and its levels seem like more of a arcade-based shoot-em-up. Nothing like having to restart a level because of a mistimed jump. The Overlord DLC partially addresses this, by having the Hammerhead "recover" to its last safe position, should you accidentally drive it off a cliff, into magma or whatever.

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** The Mako was replaced by the (DLC-only) Hammerhead Hover Tank, which still gets insulted by some players for being a ReplacementScrappy. The game refuses to let you save when driving the tank (and you're only allowed to exit the vehicle when you arrive at your destination), and its levels seem like more of a arcade-based shoot-em-up. Nothing like having to restart a level because of a mistimed jump. Or because you dared to engage more than one or two enemies, as the Hammerhead is somehow even more fragile than the Mako ever was, and its auto-homing missiles are virtually guaranteed to lock onto the least-threatening enemy in view. The Overlord DLC partially addresses this, by having the Hammerhead "recover" to its last safe position, should you accidentally drive it off a cliff, into magma or whatever.
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%% Pokemon has its own page at ScrappyMechanic/Pokemon.
* ''VideoGame/FinalFantasyXIII'':
** A ''lot'' of people are annoyed, as TransformationIsAFreeAction, but your characters don't always know that. If you're making your first paradigm shift of the fight, all of your characters will strike a pose, one by one, while the fight rages on. Wanna be able to heal? Prepare for a rocket to the face while you switch!
** Also, for the first and only time in the series, [[WeCannotGoOnWithoutYou the whole party loses if your main character gets KOed]]. This means that boss fights and some regular encounters can be going entirely your way, until the enemies decide to focus entirely on said main character, so you'll lose the fight despite having two other characters at full health at your disposal.
** There's also the chain gauge and stagger mechanic, where you need to attack the same enemy repeatedly (with multiple characters) in order to get it to the point where you can deal actual damage to it - a surprising number of enemies have ten times a reasonable number of hit points but also take ten times as much damage as normal when staggered. This wouldn't be so bad if you could control all of your party members and let them attack in sequence (as in ''FFX-2''), but in this game you only get to control the party leader. (To be fair, the Paradigm system usually does a pretty good job of limiting your allies to the kinds of commands you want them to use - it's just the timing that you have no control over.)
** The customization system earned a lot of ire for three particular reasons. The first is that money is exceptionally hard to farm until the near end of the game if not the postgame since weapon modification costs a ton of gil and a gemstone (which aren't easy to find, save Scarletite) to do. The second is that it's needlessly convoluted to ridiculous extremes. Thirdly, there is an untold factor that the stronger you get, the shorter the target times get. Which means that, unless you're fighting a oretoise monster, you shorten the time needed to five star a fight in order to get better materials. It's not unheard of to actually neglect the system all together and play it normally.
** You don't get gil from fights. You get gil by selling items or from treasure chests. Only a major annoyance when you need to spend gil in a location where you can't generate more by selling off items.
** The Quake spell. It's the only offensive spell in the game that requires use of a consumable guage (TP), which is ''much'' better saved for other things like [[EnemyScan Libra]]. Not only that, it's the only way of dealing Earth elemental damage outside of summons. Not many enemies are weak to Earth, but the ones that are are often DemonicSpiders, such as [[ThatOneSidequest Tonberries.]] And since elemental weaknesses are a big part of the Stagger machanic, which in turn is a huge part of dealing good damage, you can tell where this is going. It's clear the developers realised they'd done something wrong here, as XIII-2 removed the Earth element entirely.
* ''VideoGame/FinalFantasyXIII-2'' fixes a lot of ''XIII'''s scrappy mechanics [[labelnote:such as]]You can swap leaders in battle now, the game switches to the other character automatically if the current leader dies instead of giving an instant GameOver, switching paradigms is almost instantaneous, weapon modification was removed, enemies have much lower HP, the Earth and Water elements were removed, and you can tweak paradigms more[[/labelnote]]. However, attempting to catch monsters is a LuckBasedMission: sometimes, you'll get a monster in your first fight, while other times the RandomNumberGod will make you fight dozens of times just to get one monster. There are a few ways to raise the chance of catching a monster, but they're tricky to pull off. It hasn't met with as much venom as XIII's scrappy mechanics did, however.
* ''FinalFantasyThe4HeroesOfLight'':
** The battle system. You can control which action your characters take, but it's up to them to choose the target. Want to gang up on that Cowpel with both physical and magic attacks? Sorry, the physical attacks all go to the left-most, and the magic to the right-most enemy. Want your White Mage to heal your half-dead tank? They will only heal the one with the least HP, even if they have barely a scratch.
** The Crown upgrade system. The only way to learn new abilities is upgrade the crowns with gems that are only dropped by monsters. And every level 2 upgrade costs one Amethyst (of which you can only get so many in the first half of the game) and level 3 upgrades require a Diamond (of which you'll never see one until the last third of gameplay). Oh, and if you upgrade a crown, only the character that did so benefits from it.
* In the obscure GBC ActionRPG VideoGame/MetalWalker, for maximum combat efficiency, you bounce your Walker off walls to make angled shots. In the final dungeon, however, the walls are electrified and damage you if you connect with them.
* ''UnlimitedSaga'' based its entire gameplay around the "Reel System," essentially a slot machine you can rig. [[LuckBasedMission It's harder to rig than you might think]], and sometimes you don't even get a "good" option. What's particularly awful is that luck is applied to CharacterCustomization, and it's possible for bad luck to make your stats ''go down'' at level up.
* ''ShadowHearts: From The New World'':
** The Stock system. While this puts artificial limitations on how often you can combo, it's not all that bad, and the Double option (take two moves in one turn) can expediate combat. No, what makes it a Scrappy is that ''both sides'' have it. Combat strategies often fly out the window because every time an enemy gets a Stock, it ''will'' Double and KO one of your party members. Since you gain Stock by taking damage, if you Combo and don't KO them, you'll eat a Double on the next turn. Instead of strategizing, you're forced to watch their Stock bar like a hawk and aim Hard Hits or Hard-Hit-magic at them whenever it gets close to full. And Hard Hits cost you Stock as well. End result: the only time it's smart to Combo is in the Pit Fights.
** Hilde's "Calories" system, the same game. In the last game, whether Joachim was himself, Golden Bat (GlassCannon), Invisible (high Magic Defense) or Grand Papillion (superhero) depended on how many fights you were in. There were ways to manipulate this, so all it took was good timing. In ''From The New World'', whether Hilde is Slim (magic-oriented), Curvy (physical-oriented), or Peach Bat (GlassCannon) depends on her Calories, gained by absorbing them from enemies. The problem is that turning her from one form to another takes forever, since you need ten Calories of a given type to be in a specific form (Negative for Slim, Positive for Curvy), and the absorption attack works only once on a given enemy. And odds are good Hilde will get killed a lot while she's in the Peach Bat form. ''Forget'' her Masked forms - you need ''100'' Calories of a given type for that, which you can't really reach without expending rare, irreplaceable items or spending hours draining enemies. ''And'' all three forms have unique attacks, so you ''have'' to keep switching her.
* ''VideoGame/KingdomHeartsII''
** Demyx fight. It's an otherwise enjoyable little battle until you have a small amount of time to defeat some spawned enemies... And not doing it in time is an instant game over... And there's only two viable tactics which can take them out... Which might be completely unavailable to you if you've just used certain combat options.
*** Two things that make this really bad is that 1) you at one point have to kill all the enemies in TEN SECONDS, which is nigh impossible unless you can set up the context-special attack and 2)there's no real reason why you should lose the fight for not killing all the spawned enemies. They aren't threatening to kill you within the time limit, they just kind of hang around. But nope, not killing them all soon enough makes you lose arbitrarily.
** In addition, the first game's Gummi ship sections were widely hated for being slow-paced and boring, which the developers [[RescuedFromTheScrappyHeap thankfully fixed]] by revamping the Gummi sections entirely for the sequel. A less fortunate example is the [[Disney/TheLittleMermaid Atlantica]] level, whose three-dimensional control scheme was so annoying that the developers decided to do something completely different with Atlantica in the sequel... by turning it into a rhythm game (which, thankfully, remains optional... in theory, seeing as you have to beat Atlantica to get the best ending and some extra gear).
** The 3D control scheme was also featured partially in Neverland when you gain the power of flight, but you get it at the end and it's not neccessary to progress, perse. The fact that you can lock onto enemies, chests, and key items and automatically swim to their location made it moderately more tolerable. Then, in [[VideoGame/KingdomHearts358Over2Days 358/2 Days]], they bring the 3D mechanic back [[DamnYouMuscleMemory with messed up buttons]] but don't retain the lock-on shortcut - making fighting in mid-air incredibly irritating at best (and building a chain damn near impossible), considering how often flying enemies change their positions.
** The stealth missions in ''Days'', just the stealth missions. When following Pete, you have to ensure that he remains in your field of vision, while you avoid going into his (which are ColorCodedForYourConvenience). This would be fine if a) [[CameraScrew the camera didn't hate you with a vengeance]] and b) if your partner didn't stand aimlessly so that he could get caught. Also, when segments of this mechanic are implanted into Beast's Castle, it gets rather tedious when you have to avoid being caught by either Lumière or Cogsworth. What really puts the cherry on top of this massive disaster is that even if you try to glide over them, [[{{Facepalm}} THEY STILL SEE YOU]].
*** Don't forget that your "field of vision" has no connection with whether you can actually see your target. Instead of using the camera lock-on system, the game defines your field of vision as a short cone-shaped area directly in front of your character. That's right -- the game completely ignores the mechanism that keeps your eye on a target for a mini-game involving keeping your eye on a target. So if you try to circle-strafe, the target leaves your vision area because the cone area turns sideways. You fail the mission because the game says you lost sight of your target, despite the fact they're 10 feet away and the camera has perfect vision of them.
** Most critics claim the Drop system in,''[[VideoGame/KingdomHearts3DDreamDropDistance Dream Drop Distance]]'' to be be this. The system was designed so that players could easily experience both stories at the same time by having one character 'drop' to the other when the Drop Gauge empties. The problem critics are complaining about this though is that it can drop during battles, including boss battles, forcing players out of important battles. This can be somewhat averted however by manually dropping with the other character or buying a consumable item that increases the drop gauge, so it's subjective.
** If you change anything in the Command Deck menu, it resets EVERY command's time gauge. While it makes perfect sense to make any newly installed commands have to start charging from the beginning to prevent abuse, there's no reason why it should affect every command you're currently using. And worse, even if all you do is ''rearrange'' the order the commands are listed, it will still reset all of them. This makes the Drop system even more annoying, since if you want to refill the Drop meter you need to use an item. There's no reason to always have that item take up a command slot, but every time you switch it in, you'll end up resetting all of your gauges.
** How about something that lasts throughout the entire series? The party mechanic. They can either be good or just suck, mainly because they die a lot! Now in regular fights or boss battles, as long as you gave them good weapons and items to equip they can be tolerable and don't die as often. But it's much more noticeable in Kingdom Hearts II, where the boss fights specifically, are more dynamic, and use the reaction commands and strategies more often. That's when the party member AI is starting to get a little broken. You can heal them and they can back up, yes, until two seconds. not that there any consequences to the party members dying anyways. It's almost as if the Party mechanic is completely useless. Look at some boss battle footage (specifically Final Mix) You can make a counting game for this.
** You have to defeat bosses through completed combos, no exceptions. While this can be annoying if the bosses only have 1HP left, just remember that you can equip skills that increase the length of your combos... and you can be attacked during these attacks.
* ''Videogame/{{Fallout 3}}'' and ''Videogame/FalloutNewVegas'' give you the mercy of skipping spoken dialogue, under one condition: ''the camera must be fully, '''''100% centered''''' on whoever is talking to you''. Unfortunately, the camera pans at an ''excruciatingly'' slow pace, and it doesn't matter how much you try to point the crosshair at just the right part of a character's hitbox; the game will still spend an uncomfortable split second correcting it. There's is absolutely nothing, ''nothing'' you can do while the camera is panning, and if someone begins a conversation with you from an unknown location, expect up to 4 seconds of powerlessness while you are forced to listen to them. \\
\\
The worst are the reward tossing townspeople (the Megaton Settler in ''Fallout 3'', the Freeside Kings in ''New Vegas'') who give you ''the same needless compliments'' every time you return, often at completely random locations you cannot avoid, with almost entirely worthless junk. '''''And you are forced to compliment these irritants. There are no other dialogue options. Ever.''''' Yep, the game decides to throw out VideogameCrueltyPotential the ''one time'' nearly any gamer would use it.
** While the ''VideoGame/FalloutNewVegas'''': Dead Money'' DLC was shock full of [[BaseBreaker controversial mechanics]] (the Ghost People, the poisonous gas, [[BagOfSpilling the complete loss of equipment]], the insane number of traps) there are two virtually no-one will get behind: the radio-triggered [[ExplosiveLeash explosive collar]], and the [[InvincibleMinorMinion security holograms]].
* ''VideoGame/MonsterHunter'':
** In the games, every time you use some type of recovery item, such as food rations or potions (pretty much anything except a Power Pill or Armor Pill), your character stops to do a vigorous flex which takes about an extra two seconds, even if you're battling a monster. During this time, you can't move, and you can't dodge. First-time players will have a hellish time picking out the right moment to use items, if such an opportunity even presents itself. Although you can use the Cooking armor skill to make this animation go by hilariously fast (along with the much longer animation for eating cooked meat or fish), there are many situations where you'll need a different armor skill to make things easier.
** The camera system of the same game can get really annoying, especially if you're a ranged hunter. Even if you aren't, you use the L button to ''snap'' the camera to wherever you're facing, and then the directional pad to manually scroll around in 360 degrees. Trying to find a small and fast monster? You risk a potentially strong hit with the D-pad, ''or'' have to squint to find it by camera-snapping. Newer games alleviate this by using the secondary shoulder buttons to spin the camera around, but if you are plaing the Nintendo 3DS version of ''3 Ultimate'', you need a Circle Pad Pro attachment so you can use the ZL and ZR buttons or the second Circle Pad to control the camera; otherwise you're stuck with the physical D-pad or the very cumbersome touchscreen D-pad.
** Then there's the fact that the game treats training missions like normal quests. This means that every time you get beaten, it's going through 3-4 screens detailing your non-present loss of money, non-present loss of guild points, non-present quest reward, then "Would you like to save"? another loading screen and then back to the main training screen, to finally choose that training mission again, another loading screen and damn, we're finally back to try again! Sure, it's optional, and ''Monster Hunter'' is notoriously NintendoHard, but would it be so bad to just give the option to try the fight right again, if you're already raging for having been beaten one or two strikes before finally taking that monster down?
** Training school quests. Side effects may include Pulling out your hair, or a broken PSP. The reason? If you die, you fail the mission. Beating one training of each monsters unlocks the Fatalis missions for 100% Completion. God help if you're playing the Unite version where you face G-rank Monsters for the G-rank Fatalis missions...
** ''Tri'' introduces underwater combat, and it's very annoying. It's not because of the OxygenMeter--there's frequent sources of air and the meter depletes very slowly. Rather, the water is fairly difficult to see in, and you have the maneuverability of a stone while the monsters you're fighting can swim circles around you. Fighting near the surface proves to be a pain in the ass because if you have to look down, the camera will move above the surface of the water, which will block out your vision. Fortunately, ''4'' takes underwater fighting back out.
* Players of ''VideoGame/ShinMegamiTenseiIIINocturne'' despise a certain part of the Labyrinth of Amala. Unless [[TrialAndErrorGameplay you know how to traverse a certain floor in]] [[GuideDangIt a certain kalpa properly]], you will drop down onto a lower floor shrouded in red, HP-sapping gas. Thankfully the dungeon is optional, and once you beat a certain boss the gas goes away.
* ''VideoGame/FinalFantasyXII'': Treasure chests in the game are subject to a few [[ScrappyMechanic Scrappy Mechanics]] of their own:
** A treasure chest containing an [[InfinityPlusOneSword Infinity Plus One Spear]] gets changed to a semi-useless item if you open one of [[GuideDangIt several normal-looking treasure chests found much earlier in the game]]. A definite PlayerPunch for anyone who doesn't use walkthroughs or avoids reading walkthroughs until they get stuck.
** Several treasure chests that can contain rare equipment (such as a Ribbon) have a much higher chance of ''not'' containing that cool piece of equipment. Many of them even have a chance of not even ''appearing''! Thanks for the forced SaveScumming, Square!
** Let's not overlook the fact that several good items are replaced with crap if you're not wearing the right accessory as you open the chest, too. You can have all the luck in the world, but don't have the Diamond Armlet on when you open that chest? Sucks to be you.
** There's also a few chests where getting the ideal item requires you to NOT have the Diamond Armlet on, and will only contain crap if you do have it on. Hope you've done your research beforehand!
* ''VideoGame/NeverwinterNights2: Mask of the Betrayer'':
** For some people, the Spirit Eater curse. Of course, playing properly (with proper alignment), it's easy to keep the bar full with only limited need to eat soul, and lowest hunger.
** If you choose to be a villain with it however, your cravings will rapidly exceed the available supply of spirits. You can remedy this using Satiate, which often involves waiting 15-30 minutes '''[[AC:REAL-TIME]]''' before you're allowed to use it.
** Before patches, the Spirit Eater abilities shifted you either towards LawfulGood or ChaoticEvil, bad news for ChaoticGood, LawfulEvil, or TrueNeutral characters.
* In many d20 and ''TabletopGame/DungeonsAndDragons'' adaptations, player characters are often only permitted to open chests by forcing them or picking the lock, both all-or-nothing approaches that can take ages for a hard lock and a malevolent RandomNumberGod. Some ''D&D'' games avoid this with the Knock spell, an arcane spellcaster's lockpick.
* In the ''DragonQuest'' series, you can accidentally use up a turn by mistakenly selecting an item that has no use on the battlefield. This is especially bad in a boss fight. It actually takes a turn for the computer to tell you some smart-alec response.
* In ''VideoGame/{{Wizardry}}: Tale of the Forsaken Land'' the magic leveling system certainly qualifies. You make spells via some combination of two or three monster materials, which randomly drop from appropriate enemies (Thief's Blood from various level Thieves, for example). Fair enough. You can also access a special merchant halfway through the game. Sell him at least one of any material, leave the dungeon, and every time you come back you can buy an infinite quantity of that item. Here's the problem. You need to go to town to fuse materials into spell stones. You need to go to the dungeon to find or buy the materials. It is not unusual for spells to have several dozen levels before they're maxed out with each level barely improving anything individually. You can hold, at most 60 items at a time and more likely about half that number. Run through halls past weak enemies to shop, Transfer Potion to town, repeat with frequent breaks to get more Transfer Potions. Did I mention this game is rather slow paced in general, so each run is taking several minutes? Have fun spending about half your total play time on spell grinding.
* ''RomancingSaGa: Minstrel Song'' has a mechanic where events in game move on based on how many battles you fight (with them moving faster when you defeat stronger enemies). Sounds like an interesting idea in theory, except when you consider the painfully short window of opportunity between events, the fact that its hard to avoid encounters, the game punishes you for running, and many event bosses are far too powerful for you to handle with any sort of ease, easily wiping out your entire party. Also in one character's story this mechanic can make you ''miss the boat'', trapping you on the island you start on, until a good three fourths through the game. At that which point the town on the island becomes infested with monsters, and the only real way to progress this is to beat a bunch of dinosaurs that will often and easily wipe you out. Not fun at all.
* ''Franchise/MassEffect'' has a whole slaw of them:
** The Mako from the [[VideoGame/MassEffect1 first game]]. Overly sensitive controls and a meaningless cross-hair (unless zoomed in) made it a nightmare to drive even in straight-aways; it handled like it had the density of styrofoam (prompting many to speculate Shepard never found out how to adjust the mass effect fields, so it perpetually weighed about eight pounds). The PC version had revamped (and programmable) controls, but it was still considered the worst part of the gameplay. Plus, it steals your XP, and you couldn't upgrade it. By around level 30, your best course of action was usually to just step out of it and take out your foes with your SniperPistol. Heaven help you if you have a low engineering skill and try to repair the Mako. If you do, it stops for 30 seconds (meaning you can't fire your weapons or move it) and repairs itself for never quite as much as you'd like, stealing 15 omnigel just to spite you. And the shield takes ''forever'' to recharge and can't be repaired by omnigel. And the cannon's elevation was ''pathetic''. Are you trying to fire at an enemy at the bottom of a 20 degree slope? Don't bother.
*** It was bad enough that the second game heavily lampshaded it - Liara refers to a massively hectic taxi ride as "Still better than the Mako", and in the Normandy Crash Site DLC, you find it frozen in the ice at a 20-degree angle, trapped on the landscape one last time.
** The InventoryManagementPuzzle. You'll [[RandomlyDrops rarely pick up ones better than what you already have]]. You can only carry 150 loose items (each of your characters can carry twenty) - afterwards they're wasted, even if you see one you like. You're going to be making lots of omnigel that you can't keep, because you can only carry 999 of it, and every one of the hundreds of items converts to 4.
** Elevators were '''the''' SM in the original game, until fans complained when it was switched to a loading screen for the sequel. The cargo elevator on the Normandy takes a full minute to go down one goddamn floor. Your squadmates sometimes have humorous banter in them though.
** In ''VideoGame/MassEffect2'', planet scanning - schedule yourself for carpal tunnel surgery. You move a targeting reticle around to find mineral signatures, then blast a probe in to get the minerals. It's awful on the PC, and it's pretty mind-numbing on any other platform.
--->'''WebAnimation/ZeroPunctuation:''' Off-roading around random planets is now replaced by scanning the surface from orbit, launching probes to extract resources, which is as interesting as it sounds and it sounds like this: '''BWUUUUAAAAAHHHHH'''.
** The Mako was replaced by the (DLC-only) Hammerhead Hover Tank, which still gets insulted by some players for being a ReplacementScrappy. The game refuses to let you save when driving the tank (and you're only allowed to exit the vehicle when you arrive at your destination), and its levels seem like more of a arcade-based shoot-em-up. Nothing like having to restart a level because of a mistimed jump. The Overlord DLC partially addresses this, by having the Hammerhead "recover" to its last safe position, should you accidentally drive it off a cliff, into magma or whatever.
** [[SwissCheeseSecurity Door/system hacking]], in all its formats from the first two games. The first iteration had you playing Simon Says ''endlessly'', or spending your hard-earned omnigel to break the lock. The sequel forced you to play a mini-game where you scroll through code segments to find the exact copy of a specific one. Liara lampshades the scrappy mechanic in the second game's "Lair of the Shadow Broker" DLC when she explains that the security upgrade "made a lot of people very unhappy". The [[VideoGame/MassEffect3 third game]] completely removed it, requiring characters to only pause for few seconds in front of a lock while fiddling with their multi-tools. Surprisingly, nobody complained much.
** Whose bright idea was it to make the "skip dialog" button the same as the "select dialog" button?
** On the first game's Insanity difficulty, and Hardcore to a lesser extent, all organic enemies that did not use biotics had the immunity ability to reduce all damage they took by eighty percent. Wrex or Liara had to be pretty much stapled into the part for such cases and it's a large part of what kills the Mako's usefulness on higher difficulties.
* [[VideoGame/MassEffect3 Mass Effect 3]] eliminated most of these issues, but introduced the Galaxy at War mechanic, which determines the strength of the War Assets you've collected and thus how good your ending is. Unless you raise your Galactic Readiness rating, your assets default to being worth half their actual value. And the only way to raise Galactic Readiness rating is to play multiplayer or a pair of iOS tie-ins, one of which isn't free. The two major complaints are that Readiness rating decays pretty quickly, and at launch players were ''forced'' to play multiplayer to get the "best" ending [[spoiler: in which Shepard is shown alive]], which had a requirement so high that there were literally not enough assets in the game to achieve it without raising Readiness. This despite Bioware's insistence pre-release that multiplayer would not be necessary to get the best result in the single player campaign.[[note]](Strictly speaking this is true, it is possible to get the best ending at launch without multiplayer. However, this required playing through the ([[BribingYourWayToVictory paid]]) [[DownloadableContent DLC]] from previous games and make careful choices in previous games to [[MoneyGrinding collect excessive minerals]] and [[GuideDangIt preserve resources you would need in games that had not even been released yet]].)[[/note]] The outcry was such that with the release of the [[AuthorsSavingThrow Extended Cut DLC]], the threshold for getting that ending was lowered significantly, eliminating the need for multiplayer altogether.
** Planet scanning got replaced with Search and Rescue, which is scanning an entire solar system, only without any hinting whatsoever. It effectively turns into a GuideDangIt, since doing such calls the reapers down on you, forcing you to flee. You can eventually return, but good luck remembering what you scanned in the first place without writing it down. Fortunately, the game auto-saves every time the player enters a new system, so players could just let the Reapers catch them and reload until they found everything.
* ''VideoGame/TalesOfLegendia'':
** The puzzle booths receive a large hatedom.
** This trope was ''Tales of the Tempest's'' greatest fail. The gameplay as a whole got criticism, but the battle system was particularly hated - terrible moving range, unfair attack range (from [[TheComputerIsACheatingBastard enemies only, of course]]), and possibly the dumbest AI in the history of video gaming (elaborating - computer-controlled allies couldn't possibly be any more random. Most times they will run to the opposite side of the battlefied for ''no reason whatsoever'' and stay there for a couple of seconds before returning).
* ''VideoGame/TalesofSymphoniaDawnOfTheNewWorld'':
** It has a few annoyances regarding its battle system as well. One of note is that the Stun status effect is infuriatingly common, seemingly more so than any previous Tales game. You can more or less count on being dazed an average of once per battle, and more the longer the battle lasts. Additionally, the monster capture system is somewhat convoluted and the AI settings for most monsters are very sparse compared to the human characters. Monsters can't use items, either. But wait, you can just use your favorite characters from [[VideoGame/TalesOfSymphonia the first game]], right? Problem solved! Except the Symphonia cast caps at level 50 and are basically useless for the {{Bonus Dungeon}}s.
** And from the same game, the Katz quests. They are not required to beat the game, but can get you a DiskOneNuke if you know what you're doing, and if you get unlucky you may need to do quite a few of these for access to the Twilight Palace (which contains some of the most [[GameBreaker overpowered]] items ever seen in a TalesSeries game). The problem is that these quests obviously had zero effort put into them. The levels are higher than you're expected to be for that point of the game, which means you will likely have some trouble when you start out. The dialogue matches the characters as they were in the beginning of the game (which post-CharacterDevelopment feels ''very'' out of place). They are LostForever if you don't do them all before the chapter you're in ends, at which point a bunch of new quests pop up to replace the old ones. And these quests repeat themselves from chapter to chapter. You are asked to do what is literally the exact same quest over again, for many of these quests, magnifying the above CharacterDevelopment issues even further. There is one quest [[HopeSpot where the character development is actually taken into account]]...only to have that one repeated in the next chapter, too.
* ''Franchise/TheElderScrolls'':
** ''VideoGame/TheElderScrollsIIDaggerfall'' :
*** Jumping became a ScrappyMechanic due to the buggy nature of wall collision detection near the seams. A badly placed jump can drop you into the Void. Fortunately this was fixed in the patch, that gave you a key press that took you back one step. You could use it to back your way out of the dungeon.
*** It gets worse on more modern computers where your jump can be more dramatic or less useful, hence inconsistent, due to the ''recalculated'' number of times the game does a collision check during movement (as a result, you'll also walk slower and enemies may not be able to move).
*** One specific kind of dungeon stairs is impossible to walk up like stairs and involves such dangerous jumping or dangerous climbing to navigate.
** ''VideoGame/TheElderScrollsIVOblivion'':
*** The strictly [[LevelScaling scaled leveling]] mechanic attracts a large degree of hatred, particularly since the way the leveling system works punishes the player for not being a {{munchkin}}, makes exploring at low levels fairly boring (Why go look for a new dungeon in hopes of a cool item when it will have the same exact useless loot guarded by the exact same enemies?) and leads to oddities like being the champion of the arena at level 1 thanks to the fact that skills increase independently from level-ups.
*** The stat mechanics are extremely wonky. If you want to increase your health, the best way to do it is to put on heavy armor and have a Mudcrab beat on you. If you do not manage your stat growths efficiently, the enemies can actually grow faster then you!
*** The enemies' levels up with you, but ''your abilities, your spells, friendly [=NPCs=], and many quest rewards don't'', which obviously makes the game [[NintendoHard much harder]] as you level up. To clarify and make it even more annoying, many quest rewards do scale as you level- but only take into account the level at which you obtained it. It's entirely possible to complete a quest at level one and obtain a weapon little better than a butter knife, or complete the same quest twenty levels higher and obtain that same weapon in gamebreaker form. As many such rewards are unique, it leads to putting off those quests or encounters as long as possible in hopes of getting something that remains useful for longer than an hour.
*** One of the more popular mods is a Quest Reward Leveler, which when activated adjusts your quest rewards to the version you'd get if you'd just completed the quest.
*** Some quests teach you leveled spells as rewards instead. Unfortunately, the leveling of said spells wasn't particularly balanced. Do the quest at too low a level and you get something that's obsolete right out of the gate. Do the quest at too high a level, and casting the spell will cost more mana than your character actually has.
*** Though not as heavily reviled as the leveling system, there have been complaints about the minigames required for lockpicking and conversation, particularly in convincing an NPC via a sort of pie-graph based system. [[WebAnimation/ZeroPunctuation Yahtzee]] explicitly considers the latter to be a particular bugbear to the game's immersion.
** ''VideoGame/TheElderScrollsVSkyrim'' has the fact that dragons can and WILL attack towns, even closed off ones like Whiterun. this can lead to traders and merchants being killed, meaning now that particular shop is lost forever. Then ''Dawnguard'' came along and added vampire attacks that can have the same outcome!
*** The final word of the Bend Will shout is no doubt useful, but you'd think the ability to ride dragons at will would be great right? Wrong. When you do ride a dragon, you have absolutely ''no control whatsoever of where the dragon goes''. You want to fly across the land on the back of a dragon? Too bad, they'll just circle around the area and never go the direction you want to go. While you can still fast travel on them, that means you have to already have found the area, meaning you essentially can't use this to explore.
* ''VideoGame/FinalFantasyVIII'':
** It had the Junction System. You got a certain number of spells, and if you junctioned a spell to a given stat, the stat would increase. You could also junction to elemental and status resistance, or elemental attack. The elemental attack junction made things difficult because only a certain percentage of your attack was that elemental, so if I had (say) 20% Fire and my enemy took double damage from fire, I would only do 1.2 times the damage. (On the plus side, if my enemy absorbed fire, it would still do 60% damage.) Oh, and the spells don't always make sense; Raise gives + 30% defense to all elements. Stat junctions often make even less sense.
** The random rule in Triple Triad was a real killer, unless you card-modded all your low-level cards as soon as you got them and only kept boss cards and unique cards, which made the rule only semi-annoying. The real killer in Triple Triad was that rules could spread from one region to another by mechanics so arcane it eventually took a decompiler for fans to determine how it worked. God help you if you manage to spread the hated Random around.
** And that's not even getting into all the time you'll inevitably sink into [[LevelGrinding drawing as much magic from every enemy you can]] [[TooAwesomeToUse and never using it in combat]], junctioning every spell to your stats instead just to stay competitive, [[LevelScaling since the difficulty of each enemy encounter scales with your character levels]].
*** Since your character's levels are effectively meaningless, you are actually better off turning of RandomEncounters entirely, grinding Triple Triad, and converting the cards you win to spells instead. This leads to a combination of DiscOneNuke and LowLevelRun which makes the game much easier.
* ''VideoGame/FinalFantasyIX'':
** The [[LimitBreak Trance]] system, simply because it often wasted the entire gauge at the end of a random encounter. To top that off, the Trances themselves are extremely uneven, meaning Quina's is Mostly Useless while Zidane's turns him into a god. Because of the way the Trance gauge filled up, you can and frequently will go for ''hours'' of gameplay without hitting Trance mode (unless a story event maxes it for you, which is how it usually happens).
** For example, an early portion of the game ''relies'' on Zidane activating Trance in the middle of a boss battle in order to make it remotely winnable. Said portion also has RandomEncounters, which means it's incredibly easy to hit Trance ''just before'' the boss battle, necessitating a half hour of grinding to fill the Trance gauge back up.
** Also particularly painful if you're [[NoBudget dedicated]] [[GentlemanThief to your job]].
** Tetra Master can probably also be counted. Particularly the first time you play the game and aren't expecting to have to win a couple of games to complete the storyline. Especially if you've never played it at all.
** In ''VideoGame/FinalFantasyIX'', HP is capped just below five digits, and for even the lowest-level characters, HP starts in the triple digits. There are lots of segments where the player has no access to characters with healing or revival spells/techniques, or segments where they do, but the area has an anti-magic field, or where the healing mage is technically available but [[BreakTheCutie "broken."]] Phoenix Downs, in this game, only restore ''single-digit'' HP.
** When Garnet does become "broken" due to [[spoiler: suffering several traumatic events in a row that resulted in the death of her mother and the destruction of her kingdom right after being made a queen]], she becomes absolutely useless in battle. Because of Garnet's condition, she loses her ability to go into [[LimitBreak Trance]] and she has a random chance of skipping a turn if you try to make her do anything because she can't focus due to her issues. It also doesn't help that the other White Mage of the group goes missing. Luckily, you can still use Garnet's magic outside of battles without any troubles and she eventually gets better.
** And being killed does not negate Zombie status- it will prevent you from reviving until it is removed, and Remedy won't work to remove it.
** The stealing mechanics are bound to drive people up the wall if they want to snag rare items or powerful equipment early. Enemies can carry up to 4 items max, which range from common (easy to steal) to rare (hard to steal). Naturally, most bosses carry the best items and you could spend several minutes stealing over and over again just trying to get the item you want as the boss wears your party down. Even with the add-on ability that increases the success rate of stealing, it doesn't help too much.
* Several of the implementation systems in ''VideoGame/FinalFantasyVI''. [[BlatantLies The manual told you Terra's Morph lasted longer with every use, when it lasts longer with enemies killed but can be depleted.]] Mog's Dance and Gau's Rage make them uncontrollable, and Gau's Rages often make no sense. (A squirrel can open a hole in the ground? Okay. The mighty Intangir has a penchant for suicide? Fine. A housecat has the best physical attack in the game? Sure.) Sabin's Blitz is supposed to mimic a fighting game, but you don't flip the sequence, unlike a fighting game. Also, the rotating can be tough on a D-pad; it's used for [[FourIsDeath four]] of the moves. It also doesn't help that the game [[GuideDangIt doesn't bother to tell you]] that all but two Blitzes run off of Sabin's initially low magic stat. Relm's Sketch mimics a monster's ability, which would be good if monsters were weak against their own abilities in this game, or if not for the fact that monsters' stats (which she of course uses) suck and they have massive HP. Sketch is effective at one thing, though - introducing {{Game Breaking Bug}}s. It might give you thousands of copies of the game's best equipment, but it might also erase all your save files. But Cyan's Bushido is the worst; you have to let it charge to get access to stronger moves, and you can't do anything else while it's charging. Even if you use Quick so that you're not losing time by doing this, it's just tedious to use.
* ''Franchise/ShinMegamiTensei'':
** [[WeCannotGoOnWithoutYou The main character being KO'd resulting in Game Over]] (Although being a brilliant example of GameplayAndStoryIntegration, since your demons are basically free to do what they want once you're dead and there's nothing to force them to fight anymore). Combine this rule with TheComputerIsACheatingBastard with regard to critical hits and you have the potential for lots of tossed controllers because the game decided to punish you just for being unlucky.
** Consider the fact that you don't actually control anyone in your party but the main character (except in the PSP version), and ''VideoGame/{{Persona 3}}'' can be hair-pulling, eye-gouging, controller-throwingly ''infuriating'' on this front.
** Especially considering that two elements of enemy have strictly OHKO attacks that both go from targeting one to multiple to all party members AND gain a higher chance of being effective as the game goes on. You can eventually develop Personas to make you immune to these attacks, but the first 3/4 of the game is spent in fear of a lucky shot taking out the protagonist and erasing a good chunk of progress with it. Combine this with the fact that the dungeon levels are randomly generated and thus give only random chances to go back to the save point until you get a special spell to do it whenever you like, and one cheap shot can take out an ''hour'' of grinding. Or, on an alternate path, there's a random chance of finding a special area with [[MetalSlime enemies that give huge rewards if you can kill them before they run]], some of which are necessary to complete quests, and if you get that ''one'' spell while you're scrambling back to save, well...did we mention this is a Scrappy? Yeah, it's a Scrappy. Lotta controllers gnawed in half, there.
** Hell even the aforementioned [[MetalSlime Golden Enemies]] themselves in ''Persona 3''. If you see one, you could attempt shooting it with a bow [[spoiler: or Aigis' gun in The Answer]], but most players prefer to use shortswords, longswords, axes or gloves because they hit like a truck - hence having to unequip and re-equip weapons just for one stinking shadow is a real pain in the ass. The only other option you have is to sneak upon the bastard and pray to Vishnu that it doesn't see you and flee; once it starts running and it outruns you, there's no way in hell you're gonna catch it before it goes bye-bye. What's also infuriating is if you encounter one in a dead-end esque area with nowhere to run: IT DISAPPEARS STRAIGHT AWAY BEFORE YOU HAVE THE CHANCE TO REACT. Thankfully, Golden Shadows run towards you in the [[VideoGame/{{Persona 4}} sequel]].
*** Oh, and if you're playing the PSP remake of Persona 3, the Main Character is forced to use shortswords (for male MC) or naginatas (for female MC), so you can't take a cheap way out and use a bow to strike from a distance.
** ''VideoGame/{{Persona 4}}'' is significantly better about this, as party members can and will [[TakingTheBullet save your character from taking a mortal blow]]...''but'', only if you're about to be hit by a single target attack. If an attack hits everyone, you're still screwed. Also you can decide to take manual control over the whole party, or often times just the person with the best healing skills. The original ''VideoGame/{{Persona}}'' and ''VideoGame/{{Persona 2}}'' are also significantly more lenient, as the main character dying doesn't end the game.
** The main character dying in ''VideoGame/DigitalDevilSaga'' also doesn't result in a game over, it just means one less press turn to use. This also applies to ''VideoGame/ShinMegamiTenseiIV''
** However, ''Shin Megami Tensei IV'' brings in a new Scrappy Mechanic: The lack of a defense stat. As you progress through the game, damage values can only go up, and the game will quickly evolve into RocketTagGameplay, so unless you spam buffs and change your body armor and team makeup repeatedly to exploit elemental resistances, a single wave of enemy turns can be enough to completely wreck your team. An enemy ambush will often spell a GameOver.
*** ''IV'' also has another Scrappy Mechanic: Fighting the Fiends. While David and Mother Harlot are found in Challenge Quests and Plasma is obtainable through DLC, the others all have 1/256 spawn rates and only appear by standing in a very exact spot. It's possible to search for a single Fiend for days with no luck. Special mention goes to Red Rider, who can only be fought in the Neutral Route by completing a specific Challenge Quest and having at least 100 Luck.
* The farming in ''RuneFactoryFrontier'' isn't that different from most ''HarvestMoon'' games, and the dungeoneering aspect of the game is fun as well. The ScrappyMechanic of the game is managing Runeys, cute little nature spirits that determine whether your land will be prosperous or in ruins. Balancing their ecology requires hours of monotony, and ignoring them pretty much guarantees that your crops will take twice as long to grow.
* ''BaldursGate'':
** An old-school one: forcing an immediate GameOver whenever the PlayerCharacter is [[StandardStatusEffects petrified or imprisoned]]. You can have a dozen stone-to-flesh scrolls and could undo it in a heartbeat, but noooo, it's GameOver just 'cause <CHARNAME>, and only they, got turned into a statue. In game terms, they're not even dead!
** Almost as frustrating is when Jaheira is petrified/imprisoned and decides that the best course of action is to run ''all the way back to the Harper stronghold'' even if you've already done that quest. And this may very well screw up a Jaheira romance.
** ANY RPG game where [[WeCannotGoOnWithoutYou the game ends if the main character bites it]], but the party has the means to make you [[BuffySpeak un-bite it.]] This goes for Baldur's Gate and Persona 3 and 4, as mentioned above. [[spoiler: Baldur's Gate and Persona 3 have story justifications, but]] Anyone willing to sacrifice an AntiFrustrationFeature for the microscopic pinch of story flavor/immersion doesn't deserve to be in their pretentious clique.
** [[MostAnnoyingSound You must gather your party before venturing forth. You must gather your party before venturing forth. You must- You must- You must gather your party before venturing forth.]]
** In the first instalment, you need to heal everyone before going to sleep, because resting recuperate very little [[HitPoints HP]]. This can be frustrating when you have many injured in your party, since you'll have to remanage your healers' memorized spells and pay multiple times for a room at the inn. This was fixed in the sequel where you only need to rest once and everyone is healed.
* Forced Evasion in ''Super Robot Taisen OG Saga: EndlessFrontier'':
** If an enemy (only of certain types, primarily bosses and their minions although most endgame normal enemies seem to be able to do it as well) hits the ground after being juggled, they have a chance of ending the attack combo right there, with any remaining hits automatically "clunking" for zero damage. They may also have a chance of making a single counterattack. The problem comes from the fact that the enemy's weight may make hitting the ground unavoidable in the animation for certain attacks. Later game enemies also have a barrier you need to break before being able to deal any significant amount of damage to them, and the moment it breaks, the enemy is tossed high into the air regardless of their weight, screwing up the natural combo flow of whatever attack you're currently performing 95% of the time and making it that much more likely for the enemy to hit to ground. But then considering how ridiculous your combos can get, they had to give the enemies ''some'' help... not that the (usually incredibly heavy) ''bosses'' needed it.
** You get the same ability in the sequel, however you can only dodge one attack from the foe only when near death and have 50% Frontier Gauge. So it is only good for 2 characters who are about to be [=KOed=]. And Warranty on Player Forced Evasion void when enemy performs overdrive.
* The weapons in the original ''VideoGame/DarkCloud'' -- spending weeks tediously building up weapons for six different [=PCs=], only to lose all that progress by [[BreakableWeapons having them break...]] especially sucky if you have just managed to clear several levels of a dungeon. This was thankfully fixed in the sequel, where broken weapons simply wouldn't hit, but could be fixed afterwards.
** Even worse is that they don't stack, which means you can only take ten or twenty of them on any foray into a dungeon. Have fun going back to town every five new levels.
** The [[DarkChronicle sequel]] mitigated this somewhat by allowing you to hang onto broken weapons and repair them, and by having only two characters (though with two weapons each) to build up weapons for. Two new scrappy mechanics were introduced, though: a weapon's element was now determined by being the element with the highest stat, rather than chosen by the player; and Monica's monster transformations, which each had to be leveled up individually (in contrast to Steve the robot, which could be upgraded simply by buying, finding, or building new parts).
* ''UltimaVII''. The characters needed food to survive. However, instead of automatically eating, like in the previous games, they had to be manually fed whenever they got hungry. Combined with the clever but crude inventory system, feeding the party (not getting food, but putting it in their mouths) took up more game time than combat.
* ''{{Roguelikes}}'':
** Their Goddamn ''traps''. Invisible tiles scattered randomly around which do horrible, horrible things when stepped on. They drain your HP and MP, turn your valuable items into joke items, warp you randomly around the level, give you status conditions, and dozens of other problems that totally aren't funny. In a genre where ContinuingIsPainful, there is absolutely ''no reason'' to have them; they're FakeDifficulty incarnate!
** [[{{Nethack}} You fall into a spiked pit! The spikes were poisoned! The poison was deadly! You die...]]
* The ''VideoGame/EyeOfTheBeholder'' games and the first ''LandsOfLore'' game contain tiles that spin you around when you stand on them and require compass watching. The former game series has complicated spin tiles that turn you based on the direction you entered the tile and the latter is nice enough to have your characters verbally react to the spin each time ("Woah!").
* ''VideoGame/FinalFantasyII'' is basically ''made of'' {{Scrappy Mechanic}}s, but let's see if we can't pin down some of the worst.
** The level-up system. Namely, that it doesn't exist. What you have instead is StatGrinding--the idea being that the more you use your various stats, the better they get--cast a lot of spells? Magic and MP go up. Get attacked a lot? HP and stamina rise! Sounds good...in theory. The practice is much different. Instead of having a gauge (Perform X physical attacks/deal X points of damage before next Strength boost or some such), stat boosts have a ''chance'' of being awarded after any given battle. And the chance is directly proportional to the length of the battle. Presumably designed to prevent rampant abuse and grinding low-level monsters indefinitely, but the end result is being punished for fighting battles efficiently. And the chances are still not that good--after fighting a dozen battles with Firion only attacking while the other party members idle in the desperate, futile hope of securing a STR boost for Firion--and never getting one--drastic actions are often taken, generally either starting to attack fellow party members or drop-kicking the gaming system. Or both.
** Getting HP boosts. The odds of receiving a boost to HP seem directly proportional to the difference in HP at battle end as compared to battle start. So, if, say, Guy is knocked into the red, but then is healed out of it, it doesn't count towards boosting his HP. But, if he loses ALL his HP and has to be revived, that also seems to reset the odds of HP stat boost. The margin of error ([[LuckBasedMission or just bad luck]]) here is very unforgiving.
** Fleeing monsters. Random encounters will run away from ''you.'' Remember what was said earlier about it being a good idea to artificially prolong the random encounters and/or fight yourself to increase the odds of stat boosts? Fleeing monsters simply wrecks that. At the least, it will shorten the fight. At the very worst, if all monsters flee before you can kill them (because either the back attack mechanic hates you or because you were attacking yourself), you get no rewards whatsoever.
** Fleeing ''from'' monsters. The odds of being able to run from a random encounter successfully are based on your agility stat. Getting boosts to that are, basically, a crapshoot. Combine this with that game having poor world map design, a ludicrous encounter rate, and [[BeefGate Beef Gates]] ''everywhere''...
** Inn price scaling. Wherever you go, the inn will cost the same, and that cost is based on how hurt you are. Seems fair. It also costs more to heal MP than it does HP. Still seems pretty fair...then, after about the midway point of the game, it turns out that almost the only way to grind HP and MP efficiently is to go from very high HP/MP to very low HP/MP as quickly as possible. This gets spendy, ''fast''.
** This StatGrinding business? "The more you use it, the more powerful it gets?" It doesn't just apply to your characters' stats, but also their weapon skills. The more you use any of the multiple weapon types--bows, swords, staves, axes, etc--the more skilled your characters become. On one level, this makes sense--that someone who uses a sword often is capable of dealing more damage with one than someone who just picked up the same sword after a lifetime using bows is only logical. However, it works out that you either have a character using an out-dated weapon because there have been no upgrades in any class they're proficient in for ages and ages, or you get an incredible weapon...that is part of a class none of your characters are yet proficient in. Time to grind, ''yet some more!''
** And that's not all! You ''also'' get to grind your spells! Every spell you get starts at level 1, and you have to grind it on ''each character'' (with the exception of CrutchCharacter Minwu). Even late game spells like Flare, which you don't have access to until after your library of spells includes some that are already high-level, have to be ground to at least level 10 before they are of any use whatsoever.
** Spells that are "on" or "off", like Protect, Shell, etc, generally have an abysmally low chance of connecting until they are high-level, and they only get to be high-level by being cast, futilely, over and over and over again.
** Esuna will only start getting rid of the really BAD status effects after level seven or so. Maybe.
** As you level your spells patiently, going from Fire 1 to 2 to 3 and so on, they cost more MP (a spell only ever costs as much MP as its level), become more powerful, and you lose all access to the lower-level but MP-cheaper versions of the spell. Prepare to burn double the MP strictly needed as you cast Blizzard 8 on [[KungFuProofMook Melee-Proof Mooks]] that would fall just as easily to Blizzard 4.
** Yes, spells get more powerful, except for Life. Life never gets stronger, just costs more MP. Bah.Good thing the Life spelltome is available fairly early in the game and is relatively cheap, so you can just trash the spell and learn it again to reset the MP cost to 1.
** Let's not forget the sadistic [[Series/LetsMakeADeal Monty Hall]] game that the game plays with you; in most dungeons, you will find a series of doors. Pick the right one, and you can proceed with your quest; pick a wrong one, and you'll not only end up in an empty dead-end room, you'll end up right in ''the middle of the room'' instead of by the door, and since you have no choice but to walk a few steps to the door and since the random encounter rate in these rooms is often pretty high, you'll end up getting attacked by monsters as you leave. Lovely.
** In earlier versions of the game, all weapons came with a penalty to the intelligence and spirit stats. [[GuideDangIt There is nothing indicating this]]. [[MagicStaff Staves]] and daggers had the smallest penalty at five percent. Most other weapons had a penalty of forty or fifty percent. Bows, the default weapon of the intended BlackMage, had a whopping ''seventy percent'' penalty. This mechanic was thankfully removed from the Game Boy Advance and all subsequent versions.
* ''VideoGame/FinalFantasyIV'' had two such mechanics that were thankfully acknowledged and fixed for the first time on the DS version:
** The game only had one inventory with a limited number of slots, lumping together healing items, equipment, and key items. Inventory management was a pain and you either had to throw away items to make room or have the Fat Chocobo hold them for you. The DS version does not have an inventory capacity.
** Healing magic, for whatever reason, would only ever restore a set amount of HP outside of battle. It could take several castings of Curaga or Curaja just to completely restore your party's HP. This was changed to be based on the caster's Spirit attribute outside of battle.
** After Level 70, attribute bonuses were random, meaning that you could get a decent amount of stats for a level up, maybe one or two in a certain stat, or your attributes could even drop. This was changed in the DS version to be based on the game's new [[PowersAsPrograms Augment Ability]] system, but good luck trying to figure that out without having looked at [[GuideDangIt any guide prior]].
*** Augments themselves have gotten a lot of flak, as they can render the game a complete joke if placed in the right positions (and reduce every character in the game to generic "build-your-own-guy"). This assumes, of course, you can find them in the first place.
* ''VideoGame/FinalFantasyX'':
** You'd be hard-pressed to find anyone who has played the game who doesn't absolutely hate the chocobo riding minigame. Before you can race chocobos, you have to go through 3 levels of 'training'. The first level, you're given a 'wild' chocobo that doesn't run straight, and you have to get it across the Calm Lands within 13 seconds. The next three levels are the same deal, except your chocobo will run straight (in theory) and the trainer will throw UNAVOIDABLE BLITZBALLS at you, which can take up as much as 8 seconds. There is no way to tell if one is coming, because they seemingly just materialise in front of you, and in some cases will even * chase* you. Oh, and there are seagulls that fly at you for NO GODDAMN REASON that do the same thing. And the last level of training has the blitzballs ''explode'' for some reason into like 10 more blitzballs, which are literally impossible to avoid getting hit by. But that's not all! The final chocobo challenge is the race itself, which doesn't even count as a race because it relies on who got the best time instead of who crossed the finish line first. You can pick up balloons on the track that shave 3 seconds off your time for each one, but there are also more Goddamned seagulls that apparently are out for chocobo blood. Getting hit by a seagull adds 3 seconds to your time, plus about a second of paralysis. But we're still not done! In order to get an item for Tidus's ultimate weapon, you have to get a time ''lower'' than 0:00 when racing the chocobo trainer in the Calm Lands. That means getting 15+X balloons, where X is the number of birds that hit you. And, for extra hilarity, it's possible for birds to spawn too close for your rather clumsy chocobo to dodge, and this will usually hold you in place long enough for ''another'' bird to wallop you.
** Monster catching. In order to complete the Monster Catching sidequest you need to catch 10 of every fiend in the game. The problem is that some of these monsters are so ridiculously rare that you could literally spend ''hours'' searching for one and not find it. The Tonberries are notorious; not least because one of which resides in the hardest area in the entire game; without spamming your Aeons or coming armed with weapons that can break the damage cap you're essentially screwed.
** Dodging lightning bolts. Getting hit by lightning bolts is annoying when you first enter the Thunder Plains, but dodging them is completely necessary if you want the upgrade to Lulu's ultimate weapon. In order to get it, you have to dodge 200 of them ''consecutively.'' What makes this ''very'' difficult is that not only does dodging one of them freeze you in place for a second, the erratic timing makes possible to get hit ''right after'' recovering from the last bolt. Also, don't even ''think'' about leaving the area, as it will reset your count. Oh, and there are ''random encounters'' in the Thunder Plains, meaning that you could get hit after fighting. Trying to do this without equipment that has "No Encounters" on it? Good luck.
** For many, Blitzball. The game's story for the first half revolves around it, yet only several hours in does the player even get a chance to actually play it. And the first taste of Blitzball happens to be the big Blitzball tournament, meaning players have no proper experience with how any of the complex mechanics of the minigame work. It also doesn't help that in said first game, the player is pitted against an entire team of guys who are better stat-wise in every respect to the default losers one starts out with. The only way to actually win that first game is to pass the ball between one's own team members for the entire first half, all so the two teams can play the second half on even footing. In fact, the strategy guide holds recommends this very thing! No wonder victory was optional, though for many players their inevitable crushing defeat (or the hard fought but unsatisfying victory) completely soured their taste for the entire minigame.
* Besides being an incomplete game put on the shelves just before Xmas, KnightsOfTheOldRepublic 2 had several other points it was disliked for. On infamous example would be leading the [[ArtificialStupidity dumbest]] person in the galaxy out of an underground military base. The follow mechanic was so badly scripted, it would take at least ten minutes to reach the exit, while continously going back, and occasionally talking to him a few more times, trying to get him to move.
* Random Encounters in the original ''VideoGame/TalesOfPhantasia''. Granted, there ''was'' a little device that changed the frequency of random encounters appearing. But it was at the bottom of the BonusDungeon where [[HarderThanHard upon entering your holy bottles would break]] giving you no chance to lower the encounter time until you finished that dungeon. Also, that dungeon was really long .. and by the time you actually ''finished'' that dungeon and got the gimmicky, you were at the end of the game and practically powerful enough to defeat the BigBad without breaking a sweat.
* ''BatenKaitos'':
** You'd be hard pressed to find a member of the fandom who doesn't hate ''Eternal Wings''' [[FakeDifficulty turn timer]]. At the start of the game, you have infinite time to make decisions on what magnus you want to use, but as you class up, a little timer starts appearing. If the timer runs out without you selecting a magnus, that character's turn is skipped. It starts at a reasonable thirty seconds, but eventually lowers to giving you ''seven seconds''. Thankfully, the prequel replaced it with a much more sane system.
** There's also the level up system, which is accessed through blue save points. To level up, you have to teleport to a church through blue flowers and reflect upon your experiences. In practice, this was not only time consuming, but it was possible at one point to [[UnwinnableByMistake trap yourself]] on the enemy airship, right before ThatOneBoss, with no way of leveling up.
** ItemCrafting in ''Eternal Wings'' might be the worst implementation of item crafting in any game ever. To craft magnus, you insert the ingredients into a characters deck, enter battle, and use the ingredients in a certain order; doing so properly will cause the magnus crafted to appear in the loot screen after battle. What's wrong with this? What's ''right'' with this? You can only craft one magnus per battle (and considering the best magnus are made of ''other'' crafted magnus, that's a problem), it's entirely luck-based whether or not you get the magnus you need, and most, if not all, of the item combinations are never hinted at. At the very least there's a menu option that tells you combinations once you've found them, but that's small comfort after all that. The only way to efficiently do this is to go to an early game area, empty a character's deck, and put nothing but the magnus you need in.
** After a fight, you can view your results and your loot drops. Except, when enemies drop magnus, you can only pick one of the magnus they drop, and all the rest get scrapped. Better hope they don't drop a bunch of rare items!
** Ultra Rare shots. Each character has two photographs that can be taken with the camera; a standard picture that sells for pocket lint, and an 'Ultra Rare' shot that RandomlyDrops. Both shots are needed for HundredPercentCompletion. Getting the Ultra Rare requires endless grinding, praying that you'll get the Ultra Rare shot before the sun burns out. Even worse, there's two pictures that are only available in one boss fight, and one is an Ultra Rare.
* Rare steals in VideoGame/FinalFantasyV. To begin with, the chance of getting a rare steal is less than 5% (5/128, to be exact), and this means repeatedly using the !Steal command over and over again, while the enemy is trying to kill you. Including against some bosses. Including some items that are LostForever if you don't rare steal them on your first chance. And you'd better hope they don't have a common steal, since you can only steal 1 item per enemy. As if this weren't enough, most players will rely heavily on the Thief's Gloves to assist in rare stealing - it's the only item that increases the steal rate. The problem with this is twofold: first, only Thieves can equip it (which completely flies in the face of the game's entire battle system concept, that of emphasizing versatility and multiclassing) and second, you only have one Thief's Gloves for the vast majority of the game. And the only way to get more is through - you guessed it - rare steals.
** Rare drops are even worse. Take those same 5/128 rare steal odds and tendency toward LostForever, and apply them to post-battle drops, where you only have one shot at them in the battle, and need to beat the enemy all over again for another chance at them.
* ''VideoGame/VagrantStory'' has the Risk meter, which causes the player's physical attacks to miss more, critical hit more often (this bit has never been observed), and increase damage and healing received the higher it goes. So chaining together more than 8 attacks is severely punishing, as that's when the Risk meter starts jumping by dozens, and if it maxes out, you basically turn what should be a 2-minute fight with even the most basic enemies into a 30-minute marathon because you can't ever land a hit or do proper damage. There are items and other strategies to help reduce Risk, however on one's first time run through one may very well die on even the first boss because one couldn't figure out how to manage the Risk meter.
* Since one of [[VideoGame/HyperdimensionNeptunia Hyperdimension Neptunia's]] weak points is its gameplay, it would only be natural for this game to have a few shoddy mechanics. One of these would have to be the item system, which fell flat since it was restricted to battles only. What's worse is that even when you have a certain item skill's at maximum activation chance, it would still have a chance of not activating, basically leaving your characters in luck's hands.
** The partnering system is no better. If the character at the front loses all her HP, [[LazyBackup the character who was backing her up won't switch places with her for some strange reason]].
** Switching characters and activating HDD requires attacks with button combinations that you are likely to forget since there are so many other possible combinations to boot.
** Try to figure out how the shares work without consulting a guide; it's quite a trial.
** Some of these issues were thankfully fixed in [[VideoGame/HyperdimensionNeptuniaMk2 the series reboot]]; however, the LazyBackup issue is still present, even with '''fifteen''' characters to choose from.
* WildArms4: The Hex system. The battle grid consists of six hexes where characters move around and attack. Particularly scrappy is the fact that you have to ''choose''' between whether you can move ''or'' attack during your turn. Considering the use of Combination attacks where several party members have to be in the same hex, and "Ley Points", hexes which give you your elemental attacks, you have to choose between giving your enemy a free hit on you or using less effective attacks. Except [[GameBreaker]] Raquel, the only character who can move ''and'' attack on her turn. This unbalance, fortunately, was remedied in WildArms5, where everyone can move and attack on their turn.
* In ''VideoGame/MarioAndLuigiDreamTeam'', the ring puzzles and mole hunting. The former are irritating puzzle mini games where you have to pass through a ton of rings without either running of steps, landing on the same space twice or hitting a mole, the latter have you burrow underground and jump up at the right time to catch crabs. The ring puzzles are just a huge GuideDangIt moment due to the ridiculous complexity of the ones required for the last two Pi'illos (and misleading graphics than make it easy to think the rings are one space north of their actual location), the latter is slow paced, annoying and forced on you during the story for no real reason (in both cases, only because the guy running it wanted to rip off the main characters and make some money out them asking for help). Good luck getting the max score when you replay the mole game again later!
** ''VideoGame/PaperMarioStickerStar'' has a lot of these. ''All'' moves you can perform on the battlefield are done with stickers. Stickers come in a ''finite'' quantity (over the course of the game, you can eventually reach 120 max capacity), and most of the more powerful ones [[InventoryManagementPuzzle take up more space in the Sticker Album]]. If you run out of stickers during battle, however unlikely it may seem, [[{{Unwinnable}} you might as well reload your last saved game]]. There is also ''no'' level or stat system at all; you can increase your HP with special items, but the game has no experience points of any kind; all enemy battles give you no rewards other than coins, making frequent combat rather pointless. But the worst offender ''has'' to be [[ForMassiveDamage the boss weakness system]]. The bosses (except perhaps the first) have so much HP and defense, you ''need'' to use the right sticker at the right time to have any hope of defeating any of them. What sticker and what time that is, more often than not, is quite a GuideDangIt, and even if you ''do'' figure out partway through the battle what you need, it will most likely be too late anyway; what are the chances of having that particular sticker already in your album ready to use at that moment, given that most of the weaknesses are of the aforementioned "requires extra inventory space" type? The final boss takes this [[UpToEleven to its ultimate]] [[FromBadToWorse and horrible conclusion]], with a '''[[MarathonBoss FIVE-PART]]''' boss battle, ''each'' of which requires specific stickers to complete. Did we mention that Sticker Star is considered to be a huge BaseBreaker, and generally [[TheyChangedItNowItSucks not in a good way]]?
* Perhaps the mother of all Scrappy Mechanics is found in ''ZettaiHeroProject''. If you die, you lose your equipment. This is problematic for two main reasons. The more minor issue is that, as [[CameBackStrong death is an integral part]] of gameplay, it makes items essentially useless until very late in the game when you get the ability to retain a decent number of equipped items on death. This is a Scrappy Mechanic in its own right, but this pales in comparison to how this affects the post-game. Like other Nippon Ichi games, this one is a grindfest post-game, largely centered on improving your items. But you're safe because of that aforementioned item protection mechanic, right? No. The game autosaves and you are not given ANY manual save slots, so if at any time your battery dies or game crashes in a dungeon you lose ALL of your equipped items. Best of all is that the game actually lies about when it is safe to save - just because you're in your home base does NOT mean it is always safe to turn your game off. Cue permanent RageQuit. The severity of a game-breaking bug, somehow made into a deliberate feature and wrecking the game for many players. Nippon Ichi Software [[WhatTheHellHero has lost some previously devoted fans]] over this.
* RandomEncounters ''in general'' can be this. They can range from tolerable to infuriating depending on the encounter rate (and the battle system), but in all cases, you have no way of knowing when you're about to start a battle. If you're in critical condition and need to find a place to heal or save, you can't just avoid battles until you get there; one unlucky strike of the RandomNumberGod could [[TotalPartyKill wipe you out]] and send you back to the last save point (unless you're playing one of the few [=RPGs=] that allow you to save anywhere). And, in some games, if you have returned to an early area from a later one, you will encounter enemies that are laughably easy for your level but give pathetic rewards and only make that part of the game more tedious. Conversely, if you are ''deliberately'' trying to provoke fights with enemies for grinding purposes, you could wander around for a while without activating many battles.
** Also, for fans of a particular battle style, messing with the formula can qualify. Those who prefer strict turn-based gameplay can get annoyed at ATB systems (which, if done poorly, end up [[XMeetsY combining turn-based combat with real-time combat]] while [[MasterOfNone doing the job of neither well]]), while players who prefer more active combat might [[TheyChangedItNowItSucks not like]] a sequel or spin-off that switches to turn-based.
* The third and fourth VideoGame/EpicBattleFantasy games have a form of AfterCombatRecovery, which is often much-needed - but instead of giving you back your health and mana all at once, it recovers gradually. In the third game it's based on steps taken (which leads to a lot of wandering around aimlessly for no real reason), while the fourth game uses real time (because RewardingInactivity is [[SarcasmMode always a lot of fun]]). Even worse, the fourth game has a very annoying glitch; when you load a save, your health and mana are supposed to be refilled to maximum, but this "maximum" doesn't factor in boosts to Max HP and Max MP from your equipment. So if you have a lot of bonus HP and/or MP from your equips (and late game, you almost certainly will), this leads to sitting around and waiting ''every time you open up the game''.
%% Pokemon has its own page at ScrappyMechanic/Pokemon.
* ''LunarDragonSong'' was blasted for consisting of at least 80-90% {{Scrappy Mechanic}}s, including the fact that:
** The simple act of ''running'' is AwesomeButImpractical since it drains health.
** You can't choose who your party attacks in fights.
** You have to manually choose between fighting for XP and fighting for items, requiring ''twice'' as much grinding (and as for the latter, the items are randomized, meaning you won't always get the item you need, and won't even get XP or money to compensate.)
** The only way to earn decent money is to complete sidequests, usually of the TwentyBearAsses variety, thus requiring you to grind for items even more.
* Item combination in ''{{Arcuz}} II''. To enchant equipment or enhance enchantments, you need two elemental gems, a special stone and your weapon. Each enchant level has a failure chance (10% from level 1 to 2, 25% from 2 to 3, 50% from 3 to 4). If enchanting fails, not only does it consume all the gems used, but is also removes all existing enchantments on the equipment. And a further kick in the face is that the game saves after you combine/enchant any items, regardless of success, so no refreshing your window to cheat!
* ''CrimsonShroud'': Someone at {{Level5}} decided that the best way for a player to find a required PlotCoupon would be to have it as a ''very'' rare item drop. That is only dropped in a single area. By a specific enemy. That will only appear if you kill a different specific enemy first. And then not tell you what the item is when it ''does'' drop, so you may just pass it over in favour of grabbing weapons or health/mana potions as loot after the battle. And if you do get the item, the game will not in any way indicate to you that it is important. Or that you need to travel back to an area you've already cleared in order to activate it. And only ''then'' will you get the key you need to progress to the next area.\\
To make it worse, the 'key-as-an-item-drop' mechanic comes up a ''lot'' more in the NewGamePlus. The player will be missing most of the new areas because the right enemies weren't killed in order for the drop to occur. Or, you know, the player just wasn't lucky enough to have the drop occur even when s/he did things right. And even if you do manage to find keys, the game ''will be '''damned''''' if it tells you where to go to use them.

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