Stuff I love:
- Sidequests! Even if they're repetitive fetch quests, I love doing sidequests. I like having things to do that are not the main story - that are not awful minigames, see below - that give me an opportunity to explore the world and interact with NPCs. That said, a sidequest should have some kind of reward that makes it worth doing...I don't like repeating sidequests, or ones that are just for a checklist to 100% completion. Stuff like the Castaway quests in Ys VIII that develop said NPCs once you complete them, or Montblanc's hunts in FFXII. Character quests are even better.
- Compendiums. My heart always warms a little when I see a compendium, especially one with percentage totals. I'm still a completionist at heart even if I don't have as much time as I used to, and being able to look through everything I've seen and done gives me a sense of accomplishment. Plus it's just nice to stop and look at the enemies I've been killing sometimes: see how much HP they have, what they drop, etc.
- Music. This should probably have been the first one, because it is absolutely essential to me that a video game have a good OST. One of the main reasons I was so put out with Monster Hunter World was because not every monster had its own unique theme, as they did in past games - I find fights to be more memorable and engaging, and towns to be more interesting, and the entire experience to just be BETTER, when there is a good accompanying piece. Only in horror games should there be no music at all, as far as I'm concerned.
- Grinding. Yes, really. A game that will let me grind is often a game I will enjoy more. I like being able to set my own pace in games, and I do not appreciate having that hampered by diminishing returns in EXP, systems locked behind story milestones (such as with FFXIII's Crystarium, as a more heinous example) or just making EXP gains so low that it's not worth it.
- Character customisation. There is no such thing as "just cosmetics" in video games. Customisation is VERY important. It's about player expression and personalisation, and I like playing with a character who is aesthetically pleasing to me. If I am making my own avatar, I want a proper range of choices. If I'm not, some alternate costumes that are not just lazy palette swaps would be appreciated.
Things I hate:
- Low item drop rates. I absolutely hate how lazy a design choice this is. It artificially extends the life of the game and it's just not fun to have to kill something over and over again just for that one item drop that has a ~1% chance of dropping because the developers felt like being arbitrary. When that's the only way to get said item it's even worse. This has happened to me A LOT in Monster Hunter (fuck Rathian Ruby, seriously) but a lot of JRPGs have sidequests that require you to get a ridiculously rare item and it's just...so, so unnecessary. Rather than build a long and detailed chain of quests, or make it a guaranteed drop behind a tougher enemy, they make it an RNG drop. Absolutely no respect at all for the player's time at all.
- Mandatory motion controls. I am all for motion controls being included in video games, and I will even accept having them shoved in my face repeatedly so long as I don't have to use them. But being required to use them? No. Player choice should always be an integral factor of any game. They just don't work. No control scheme designed yet is as simple or intuitive as button-based controls. I don't want to tilt my console, or shake my hand about, or whatever else. I shouldn't have to for any game.
- No dubs. If it is localised in the West, it should be localised completely. The ONLY time I can accept this as a cost issue is with visual novels, because there is a lot of text and fully voicing it would take an absurd amount of time. I am NOT accepting the cost excuse for anything else. There is a wild inconsistency with this, and it's always developers who could easily afford it, like KT, who don't bother.
...yeah, I'm still sore over Atelier Lydie and Suelle.
- Sudden gameplay changes. As a great example of this, the White Palace in Hollow Knight. Up to this point, the game had focused more on the combat, with minimal platforming...the White Palace is platforming hell. It just feels so out of place and there was no build-up to it. It was a brilliantly designed section of the game, and it wasn't impossible by any means, but it felt like it had been taken out of a completely different game.
- Minigames. I can count on one hand the number of times I've actually enjoyed minigames in video games. That isn't an exaggeration, either. I always feel like minigames are shoehorned in, and they're never particularly well designed or thought out. A lot of good rewards are often locked behind them, too.