This forum is great. It’s helpful hearing what everyone has to say about this matter (especially when I hope to develop my own game.)
Going with choice games in general, what I dislike (not exactly hate, as @SwanMaiden and others have said, “hate” is a strong word):
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Clichés. Now, by clichés, I mean the ones that are used without that unique twist that makes them their own. For example: if you use the amnesia cliché just to make an easier plot for yourself… That’s probably my end right there. I just find that a little lacking on the author’s part (now, only if this is without a unique twist of course). Fire-Emblem had a pretty interesting twist with amnesia, I liked it. Really, any clichés that are overused just isn’t something that would attract me to a game.
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Most romances in games. Some are great, others are lacking. What I don’t like are romances where there’s little interaction or reaction in situations where there could be. For example: Say your character gets ill, suffered a wound. I’d like to see more interaction between the player character and the interest. I was a sucker for the moment in Way Walkers when Semryu came to the character’s aid and carried them. Little scenes like those are great. Would love to see this more in games.
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I don’t like games with too many quest outside of the main story. Exploring the world is great, but the story is what I’m interested in. I’m talking about Skyrim here. I loved the game, but I don’t think I’ve ever finished one complete play-through to the end. I just keep going on these never-ending amount of quest. It’s fun, but in my opinion, a little tedious.
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Too many choices aren’t my cup of tea. I like appearance customization, but when it comes to family, friends, jobs, specialization, weapons, etc. It’s a bit excessive and I lose the story.
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Lack of personality options/growth. I guess Mass Effect and Dragon Age have been inspirational to me. I really enjoyed the joker option in Dragon Age II and the effects it had throughout the game. I’d love to see more variety in choices in games that are like this; developing personalities that affect outcomes and scenes within story.
If I think of more, I’ll try and add to the conversation.