10 Game Mechanics They DESPERATELY Wanted You To Love (But You Didn’t)
Try all you want, we're never going to like these mechanics.

Anyone who has ever created something will tell you that seeing people love your creation is a feeling like no other. From simple meals cooked for friends to major blockbuster movies, knowing that someone has enjoyed something you've worked on will fill anyone's heart with joy. This sentiment plays a major role in the gaming world, as developers love to see their digital babies get the attention they deserve.
The thing is, no matter how much you want someone to love something, you can't always force it. In fact, there are times when it becomes painfully obvious that a developer desperately wanted an idea to work, only for it to fall flat on its face. Ouch.
One of the most common ways of noticing this is through mechanics. As the player's main method of interacting with the world, mechanics are the foundation of a game. As such, the devs need to make their choices connect with players. Sometimes, it works perfectly, but other times, well, it really doesn't.
The following 10 examples are the peak of this shame-filled mountain, as everyone hated these gimmicks despite the studio's desperate attempts to make you love them.
10. Hand Holding - Fable III

Pretty much every gamer is in agreement that escort missions suck. But, here's an idea - would having you hold the escort's hand and guide them physically make it any better? Well, Peter Molyneux seemed to think so, clearly believing that you'd love his hand-holding mechanic in Fable III.
Did you? Hell no.
The third Fable game has a mixed reputation within the fanbase, to say the least. That said, you have to respect that it tried new things. Sadly, one of the most commonly used ideas was a mechanic that allowed you to hold the hands of NPCs and take them places with you. This became the basis for multiple segments in the game, forcing you to guide people by hand in various side quests and story missions.
Naturally, walking people through areas slowly only to let go of them to fight enemies, then grab them again, then let go again, and so on was painstaking and repetitive. This was a dreadful mechanic, yet it was so plastered throughout Fable III you couldn't escape it.