Failure
Strange that it would take so long for me to realise what one of my biggest gripes about many computer games is: the reset.
Any tabletop game, any story has failure integrated as a possibility, sometimes even as a way to move the story further or give you new options.
Except computer games. Whenever you fail, you’re dead – and standing at a point you’ve seen before. I’m sorry, but that just bores me. Is it really so hard to incorporate failure in a more meaningful manner? So hard to write scripts that will force players to make a detour, but in the end get them back on track, without the repetitions?
I doubt it. Until someone gives me some reasons why resets are the most sensible thing to do, I’ll be sure they’re just historically explainable, and apart from that just caused by lazy scriptwriters.