1 Platform Jumping Camera - God of War, arguably one of the best action platformers ever created, also happened to be riddled with some of the most frustrating and cheap camera position problems. In one of the Hades levels you are jumping from platform to platform (literally) but the camera is facing behind you. So many times you are jumping nearly blindly. It just so happens that there are moving, spinning spikes of death that happen to be just out of view until you jump right into their path. Zoom out ladies and gentlemen, zoom out.
2 Convoluted Combos - Although they look really cool sometimes, again I have God of War in mind here, sometimes they don't add much to the game play.
3 Off-Camera Enemies - This has got to stop. If you can't see them and you have no control of the camera to look at them. They shouldn't be able to hit you.
4 Ammo Conservation - Does anyone really enjoy this? Is this really a necessary "strategy" concern in an action game? In RTS titles or games like Counter-Strike running out of ammo makes sense and I'm ok with that but not when it is so hard to come by. I stopped playing most of the Resident Evil games because I would run out of ammo and I refused to read a strategy guide for secrets and hints that are necessary to complete the game with a fair level of difficulty. Stabbing people with a dull knife gets old real quick when the bastards keep re-spawning and your ammo doesn't.
5 Pointless Quick Time Events - They are enjoyable to a certain degree, but they were overdone in God of War and Tomb Raider. Sometimes I would honestly rather watch a cut scene then play through those repetitive events. Some of those kills in G.O.W. looked cool to watch but I had to zone them out so I wouldn't miss the button prompts.
6 Cheap Hits - When you are fighting an enemy and it automatically locks on to them as your target, the enemies around you shouldn't be able to stun you with their attacks. Then you sit there and take a beating because your character gets stunned repeatedly and continuously. Eventually you get out of it but it is unnecessary damage that we could do without.
7 Ridiculous Enemies - I have always admired the Minotaur designs in both movies and cartoons but God of War destroyed that. A Minotaur with armor wasn't as cool as it could be. Most of the game catered to the ancient tales and the videos on the disc even emphasized the importance of simplicity and brutality so I figured the same would apply to the enemies. To the most part it did. The final boss looked ****c, the serpent in the beginning looked great but then a Robocop imitating Minotaur? I figure they wanted some visible way to show the player that they were succeeding in killing the beast but perhaps they could've just used flesh and bone? That would've been crazy. Samus Aran did it in that ****c battle against Kraid in Super Metroid.
8 Sexy Furries - What in the world are they thinking? Sex sells? Sure, I agree if they're talking about Lara Croft but what the hell is wrong with those developers drawing little animals with tube tops and big breasts in a game that caters to children? It's repulsive and a little scary.
9 Out of Context Level Design - In 1993 Nintendo began a resurgence of the mine-cart level design which has now become a staple of the action game. Ok it can be fun but it just does NOT belong in some games. Gears of War did NOT need a mine cart level. In an otherwise serious "ass kicking" attitude game, watching a big hulky guy with giant armor rolling around in a steel cradle felt awkward and silly. I imagine that's why they had that silly accident flip with Dom. Slapstick humor in a level they probably didn't take seriously either. I think it would've been more fun to run around in the background controlling the tracks and killing enemies so that your compadres make it safe down the track.
10 Swivel Cam Fall of Death - Super Mario 64 introduced this fantastic "feature." You are walking across a very thin path over a perilous drop. You are moving in 3D space moving your analog stick in the direction you want to go. Then as you progress across this tightrope of death, the camera quickly swings around and therefore changing the direction you were pointing. In God of War this continues and even swivels violently back and forth depending on which way you are looking.
As a sidenote, as fantastic as I think God of War was it managed to combine many of the problems listed in my collection here sometimes in a single scene. Hanging from a tightrope with guys shooting arrows at you, guys hitting you from the left and the right and the normally cool but complex combos become a repetitive kick kick kick fest.
What are your thoughts? Can you add more?

Comments
anyway, what you talked about is well to be pointed out
2. I'm not one for combos either. If I have to remember and do some tricky button punching on the controller, it takes me away from the screen and that ruins the immersive experience for me. Eyes should ALWAYS be on the screen.
3. Off camera enemies is not so much of an issue for me. Here's why... You have a game that's totally pulling you in, your senses are monopolized, and all of the sudden you hear something behind you (I have surround sound in my living room) and it triggers an offensive maneauver that keeps you alive for a little while longer, a jump, a strafe, whatever. I just beat Metroid Prime, and a few times I had to LISTEN for the boss to set off a ground level bomb because I was on my way to pick up some power ups. So it works if they program some audible trigger that tells you danger is coming.
4. Have to disagree with you here. Ammo/Gun maintenance is an integral part of RE4. I don't think the game would be as much fun without it, so here I think it's just a matter of choice. For me it was fun. I felt a sense of achievement when I could make it through a level using less of my stores.
5. Agree with Quick Time events. Anything that takes you away from control should be easily bi-passable. Metroid Prime had a lot of cut scene and no way of bipassing them, and that was frustrating to me. Interactivity is why we play games!
6. Cheap Hits - Once again I kind of agree with you, but, you have to look at those other enemies as a part of the whole. If you can take them out, then your argument really doesn't work. But if they are unkillable, then yeah, it kinda sucks. As I said, I finished Metroid Prime tonight, and the Metroids that came out of the Worm were distracting, but they also kept me frosty. I adapted to them quickly, and in some cases the same weapon I needed to kill the boss, was used to get them out of my hair while I was targeting her.
7. Rediculous enemies is also a matter of preference, but then again, I haven't played God of War yet, and I think the amount of work that goes into a game it's probably okay if they look kinda lame, as long as they are challenging.
8. I agree, sex is an interactive entertainment that should be left for real-world players.
9. Another good point. No matter how good the level or mini-game might be, it kinda disrupts the feeling of the adventure. Like stepping into the bathtub only to find the water is too hot or too cold.
10. One of your best points. In Metroid Prime this is a serious problem in the battle with Thardus. You're fighting him with targeting maneauvers and then you have to morph ball and charge to get out of his line of fire, in which the camera instantly focuses ON YOU and not him, which renders you vulnerable to simply boosting right into him if you have no trajectory pre-planned. In addition, there are a few points where you have to carefully roll on platforms to get to missle expansions and it's very easy to roll off because the camera is whipping around. However, I have to say that most of these challenges, while they are distracting and frustrating, can be overcome and add to the satisfaction of the game in the end. We play videogames for the satisfaction of overcoming challenges. To make a game memorable, they add more challenges. Ultimately, the thing I tell myself when I run into a quirk is..."somebody got through it, so I can too".
WD
Can I add more? Uhm I'm sure there is a lot that do not come to my mind right now.
What I don't like is limited item space but thats not action game specific.
There is something in the later 3D Sonics that is really annoying. You need to kill enemies with spin jumps and it it totally unpredictable where Sonic / Shadow is jumping after hitting the enemy. Often enough he falls off the level and dies.
Generally levels where you can fall off to death easily are terrible. It is ok if there is a limited number of them but in Sonic they are overused.
I just want to add two things. Keys/ Access Card hunting drives me crazy. Nothing is worse than backtracking through a level to find a key card you realized you needed only after making it to the final LOCKED door.
Also level recycling. Some games force you to replay past levels. This drives me crazy to no end. Why do I pay $50 for a game that only has $25 worth of scenery in it? Halo 1 was pretty bad about recycling buildings and interiors.
GoW had a block button...use it, it helps on those off screen enemies and getting hit while attacking another target.. And about that swivel cam feature. In GoW if you kept the analog stick pointed in the same direction as the camera moved you wouldn't have to change direction. But once you stopped you had to reposition how you angled the stick.
I understand your concerns but I don't really see these as game braking flaws or quirks.
In Gears of War it's Baird that flips into the cart in front, not Dom. The mine cart level was silly indeed, but the whole act takes place in a mine, so it's not exactly out of context. Besides, it only takes a few minutes to get through it.
One thing that bugs the hell out of me is when you get knocked down and it takes a while to get back up, similar to what you mentioned about "cheap hits." The big example I'm thinking of here is in Shadow of the Colossus. A couple of the smaller, faster enemies can attack you, knocking you out for a bit, and then by the time you get up they're ready to attack you again.
Well, Ninja Gainden also has a Block button, but enemies only start attacking you once you see them. I feel is cheap to be attacked by someone you didn't even know was near... but as soon as you can tell who and where he is, everything goes.
"I just want to add two things. Keys/ Access Card hunting drives me crazy. Nothing is worse than backtracking through a level to find a key card you realized you needed only after making it to the final LOCKED door.
Also level recycling. Some games force you to replay past levels. This drives me crazy to no end. Why do I pay $50 for a game that only has $25 worth of scenery in it? Halo 1 was pretty bad about recycling buildings and interiors."
A game recycles environments once and you think it's bad about it?
It's only Assault on the Control Room and Two Betrayals which have the same environment, and you go about those levels in completly different ways.
True, Truth and Reconciliation and Keys, and Pillar of Autumn and The Maw have similar environmental features but they are far from the same.
But you are right about keys in action games, good thing that doesn't show up much except in spy/stealth games.
What I think is, all of HektikLyfe's points are good (except for the bad Gears of War example, 705H1R0 is right about that) and the ammo conservation thing (but I'm the stingy sort when it comes to virtual mags, so I rarely have a problem with ammo). All the rest of you aren't so valid. Espesially Bizzare10, gaming PCs are much more expensive than gaming consoles and with a console you put the disc in and your ready to play, no hassel with installation (which can be extraordinarily time-consuming). Additionally, it seems horribly obvious that he does have a PC
I don't think you and I played the same version of halo. The last parts of the game were ALL backtracking except for that alien ship. To add to the frustration the levels where you had to backtrack were the longest ones. Oh and the library is the worst level in any video game. Ever. It makes me wonder why people say H1 is better than h2
An item in a game that is so powerful it makes the rest of the game after you acquire said weapon ridiculously easy. Only applies if you can use it more than once or twice. soooo the redeemer, bfg and so on don't count.
The first thing that comes to mind is the black hole in the darkness. Once you get that the rest of the game is so easy you might as well have a God mode cheat active.
As for a contribution, how about keeping stealth sequences out of games whose engines do not SUPPORT stealth? If I cannot effectively hide, then DON'T FORCE ME TO HIDE. If I can't do anything to hypersensitive guards, and I need to evade them, then the game had better give me the means to evade detection.
But here's a point by point criticism of your God of War bashing.
1) The camera positioning was key to hide things from you in God of War. The "secrets" were just off-camera things that, if you were physically in the game, would be easy to see. It's just a camera trick to make some parts more difficult, which isn't very different from filming a movie. Different shots give you different effects, since you can only see what is on the screen.
Did you want the developers to make the game easier for you?
2) Have to agree... I hate having to switch to the "combo" screen to remember what I'm trying to do.
3) Same as 1, really.
4) I think the mark of a good fps game is using your ammo wisely. But that doesn't always mean conserving. For example, I don't want to have to waste one of my gun spots for carrying a rocketlauncher with 1 rocket during an entire level just so I can shoot a tank later. In that context, they should just leave a rocket launcher near the area where I'll be using it. On the other hand, having multiple ways to attack the enemy is great, giving you the replayability which is usually lacking in fps games. So, don't limit my gun selection so much. On a similar note... if a fantasy game gives me limited arrows, at least make them worth something. If I can kill a monster much more easily with a sword, why give me arrows?
5) This is just a matter of implementing correctly. Maybe put the prompts closer to where you are watching (like right next to Kratos instead of at the bottom of the screen), or at least give a warning that a prompt is coming up. Then maybe add a choice on replaying it once you complete it, that way you can watch without pressing buttons again.
6) Have to disagree with other enemies attacking you. It makes sense that when you are fighting a dozen enemies, the ones that you aren't targeting are the ones that will attack you. Unless the developer decided to go the Dynasty Warriors route and enemies don't really do anything, I think being outnumbered should be a severe disadvantage to you. It's not cheap... it's just a fact of life.
7) I'm not surprised by the ridiculous minotaur in God of War. The story just used greek mythology for a set of characters, and had nothing else to do with it. Having a mecha-minotaur was weird, but a mechanized hell-spawn isn't really that original.
9) My first experience with too many mine carts was Donkey Kong Country. What exactly did an ape have to do with mines anyway? Of course, in that game, what was an ape doing swimming through sunken ships collecting bananas?
10) Already explained in the beginning.
I agree with the rope climbing in God of War. Once you put it on God difficulty, it became a tedious mechanic because there was only one way to actually get past them without damage. I hate those parts.
Its ammo craving action gamers like yourself that have driven what was once my all-time favorite "survival horror" series to become nothing more than a shollow 3rd person shooter with little true atmosphere.
the camera in GoW can be frusrating, yes. but then again it's on of the best camera settings for that kind of game i've encountered, It's a general problem in 3rd person-platform-action games.
there is one tiny thing I dont agree with though.. It's the thing about ammo in RE, It's kinda what the game is all about, surviving against all odds, atleast the first ones were, but I wouldn't call them action games.. more Survival Horrors... but yeah in RE4 you should deffinently have more ammo, as it is more of an actual action game
But again, good points
4 Ammo Conservation - designed to make you think and make choices, choose badly you die, choose well and you live... you would complain if the game has a "spray and pray" type of gameplay with unlimited ammo ... don't blame the game because you refuse to create an effective strategy ... I've played RE4 on the Wii and found myself low on ammo plenty of times and quickly realized that it the way I was playing (a lack of good strategy) and not the game design.
6 Cheap Hits - If you got into a fight with more than one person they are both (or all) going to try to hit you ... they are not politely going to wait their turn for you to focus your attention on them ... again think, be strategic, use the environment to your advantage ... this sounds like you want enemies handed to you on a platter ..."line up in an orderly fashion so I can kill you all!"
7 Ridiculous Enemies - c'mon, it's a video game ... designers are always being pressured to come up with new and interesting bosses ... and if they don't then all they hear about is how lame the bosses were, now they start to hear about creative license when it comes to bosses? I think you need to give this one a rest.
8 Sexy Furries - I imagine would be context dependent ( i.e - a fantasy game) but I've never seen something like this in a game that was not at least given a T rating ... would like to know what game(s) you are referencing here.
"Mario Physics" (a term I created years ago)
Step off screen and your enemy that you just friggin killed has returned. This term can actually identify nearly anything that simply doesn't make sense in a game. "Reverse Mario Physics" is where you step off screen to make an upcoming enemy disappear and continue upon your quest.
These don't happen a lot anymore because modern games are sophisticated enough to fix these problems, but you still see it every once in awhile.
Another I would add to this list is when you get the best weapon in a game and it has a life of one shot or very few shots.
Or how about bosses that the only way to kill them is by reading a walkthrough guide on the internet because he hasn't taken any damage from you yet and you have already played this level 30 x prior with no success.
The others are also pretty true as well.
As far as #8...Big boobs just remind kids of the good ol'days...but making those boobs furry..that is rather cruel, yes.
danperson111