Full disclosure:
I'm not a developer; I play many games (read books, listen music, watch films, etc.) and purchase some; I have only read half this thread (but will return for the remainder and change my comments, here, if necessary); and I agree, disagree, understand, accept, reject, and etc. everyone's perspectives here (humans are complex!)
. Thank you all for sharing!
I like a wide spread of fictions, genres, ideas, realities, and thought experiments, so I can be comfortable with most anything (rape, gore, whatever) used in fiction as long as it has a 'worthwhile and necessary' reason for being in that plot/setting/scenario/charatcer/etc. To be sure, I don't need to like those things to understand them; also, like everbody, there are many, many things I do not search out. My comments below pertain to stuff in games/stories outside of the 'worthwhile and necessary' caveats
. But, I'll try keep this short anyway.
Dislikes: these kill a game for me
No real choice options! Prime game example, the character is growing up and I am given the choice of, a) Ignorant purity or monogamy (with the first acceptable candidate to stumble along), or b) Total slut with every
one thing. What about choices to experiment with your boundaries; trying some things to see if you like/dislike them; or any other reasonable third, fourth, or fifth choices???
Forced game-overs (i.e.: If I choose anything but the 'right choice', the game ends). I always think of these as "game-over" for the developer, not the player.
Penalties for choices—this is extremely dumb. Just turn it around: You create a bad game that I try, therefore you have to give me money ... I suspect you will stop making those games faster than I stop playing them.
Balloonized people
. I love varied individual artistic styles, experiments, parodies, homages, and even "just learning"-type arts, but if everyone in your game has been "touched by the bicycle pump of the Titty Fairy or Penis Troll" for no artistic reason then I pull the plug.
Stupid characters are incredible and ridiculous—like accomplished businessmen who can't think in the presence of 51% of humanity; mature woman who suddenly loses her entire I.Q.; or any adult who is normally rational but now believes everything they read, hear, and see
. (NOTE: Normal, ignorant, slow thinking, unexperienced/naiive, or just regular people are great and even realistic, but they are not stupid!)
Problem Areas: these are usually warning signs
Writing what "supporters" want to the detriment or exclusion of the original ideas, plot, and settings that made the game worthwhile to begin with. The usual result is a game that looks like every other cheap knock-off without any redeming qualities. Just "meh".
Super-heroes/-villains, especially if they takes themselves seriously. 'Supers' almost always push my willing suspension of disbelief beyond breaking unless their powers are not the focus of the plot.
My perspectives:
MC naming: There are many good and bad reasons for letting players choose the MC name. I find it best/easiest when I have been given a bit of the story and character backgrounds before the naming occurs to prevent him/her from accidently being called 'Abdulla Tong MacGrennich' which will likely end any player immersion in most settings.
Fetishes: Like everyone, there are things that turn my stomach and I prefer to avoid those things, especially when they have "involuntary" in front of them
. I know that creators wish to appeal to the widest audiences (or best-rewarding audiences). So, in this day and age when you can program your game any way you wish, you can at least give your prospective audience worthwhile methods of avoiding *some* things they may not like and give fair warning of the rest.
Chances are that if there are things in your game that you wouldn't want to discuss with your grandmother, your spouse's boss, and/or your children then your potential audience will probably want to know about those in advance.