I'll add my greatest pet peeve: Bad grammar or punctuation. I can understand a missed comma or semicolon here and there, but when your characters appear to keep talking and talking in one long incredibly unbroken sentence moving from topic to topic so that no one has the chance to interrupt them, or the non-expressions "could of" "would of" are used alongside the wrong application of "your/you're" and "their/they're/there" it makes me see red, get angry, foam at the mouth and START GOING DARTH SMASH BAD GRAMMAR! RAAAAAAWWWWRRRLLLL! GAAAAAARRRRBBBLAAAAAAAARGH! Sorry... must have lost control of myself there. Where was I? Oh, yeah. Commas: "Come on, Eileen" becomes suggestive without that little punctuation sign right after "on". Also, -10 to respect to whichever dev/writer uses "u" instead of "you". But you know, as a dev myself, I'd like to present counterpoints to some the arguments presented here: (not saying you're wrong, just consider the following. Also, Cranesoft: please don't think of these as me arguing with you; I chose most of your arguments as they are both valid and concise) Random encounters: Seriously? This has been a staple/trope of the RPG since DnD, IMHO. I was raised on RPGs with random encounters, and they're fine with me as long as the rate is not frustratingly high. Legend of Dragoon had its encounters based on a timer, and it had an indicator on top of your character... but it felt like freaking Nurse Ratched coming to administer another dose of medicine at the specified time, whether you like it or not. Random makes more sense when I'm in a cave infested with territorial monsters or predatory fauna looking to get themselves a nice Cleric Steak with a side of sauteed Thief. Unless it's the boss of that area, don't expect an RSVP. Extra content after the final boss: I've already spent countless nights creating the narrative, the world, the characters, balancing the battles, giving you skills to both thwart and obliterate the creatures that would like to digest you before swallowing you, optional superbosses to test your mettle, the final challenge and a satisfying ending to make you feel happy when you return to the Shire, Frodo.... and it's not enough? Does a goodie or great challenge have to be unlocked after you slay The Evil Overlord Darkblade(TM) for it to count as a boon? Why can't it be enjoyed in the middle of the quest, at your choice? (Case in point: The Arkham games. Even if it lets you finish the sidequests you didn't during the main storyline, it evolves into monotony because there's nothing else to do upon completing them, and the rewards you unlock may feel inconsequential as there's no Big Bad Boss to take down anymore). I agree that "The End" must really mean THE END. Back to the title screen after dying: You darn kids and your easy modes! Back in my day we had to git gud! And we had to do it in 256 colors! And we had to share those colors with the background, uphill, barefoot in the snow, by thunder! But seriously, if there is no consequence for failing, what motivation do you have to get better? Once I got some more advanced skills in FFX around Macalania Woods, I had to keep making Auron threaten the chimeras into forfeiting their turns so that Yuna could cast her water-shield spell and Wakka attempt to blind them, because one of them could seriously wreck my party otherwise. (Checkpoints are a valid exception to this ramble, especially with a boss, though) No fast travel: On this one, I agree. I'm taking a cue from the Phantasy Star series in making foot travel to a destination to be mandatory only once (I made this overworld for you to enjoy, train and grow. It's part of the adventure, so don't cheat yourself out by skipping it). After arriving at the destination and/or defeating the main boss or a miniboss, the option to teleport back and forth between such town and the main hub is available at almost any moment, at no cost to the player. Status Spam: Let them try to spit poison, dark fog, confusion spells or what have you at my players, because I've given them the means and the option to protect themselves before anyone casts them their way, or actively prevent the enemy from doing so. You have the power, my child. Now go forth and slay them all, let God sort them out. In a few words: Make it a surmountable challenge, not a handicap, as Aesica stated.