Grinding. And bad level distribution that would lead you to Grind.
- Grinding, if done right, doesn't have to be all tedious. Kingdom Hearts for example, I loved leveling because there were great and observable incentives to do so. E.g. you gained new abilities such as glide (which was fricken awesome), not just stat boosts. Even with stat boosts it made you feel more powerful and there were noticeable differences. Persona made it interesting as when you defeated an enemy, you were given a chance to unlock new cards. Pokemon, however. Jesus. I hated grinding in that game. It felt more like a chore then a game. Especially when you have these slow dialogue boxes that appear.
Yeah I hate it when the Grinding feels like work. My worst example is drawing elements in FF8. Just why. I think it boils down to what the reward is, and as you said KH is good at designing rewards per level. But I started to feel less inclined when I was grinding for sephiroth. I guess the appeal of beating an ff badass just didn't do it for me. And pokemon i partially agree. But I think the reward there was new comes and new places to go after beating the gym leader. It might not sound special now but when it was still in its RGBY/GS era this was a fanciful thing. So I take it that you don't like the Persona/Shin Megami Tensei and Dragon Quest games either?
Pointless Menial/Fetch Quests
- If fetch quests are done right, it will be more about the journey then the destination. I mean Skyrim had plenty of Fetch Quests, but I found it entertaining because you could explore. But of course there are the shitty ones. I didn't realize this until years after revisiting Kingdom Hearts, but I remember in no. 1 in the beginning you had to wonder around getting coconuts, fish, logs... I mean, what the fuck? Why? While it was tied to the story, it seemed so trivial, I don't see why it couldn't have been accomplished with the cutscene. Sometimes, progressing a story line maybe not seem a worthy enough incentive to do trivial shit.
I think the point of KH1's island scavenger hunt was to aquaint you with the controls...which brings me to another lousy game mechanic
forced tutorials. When they remade KH1, they should've added the ability to skip that useless bit. It felt really annoying that you had to go through it again. And Skyrim's fetch quests are always good. I just love the immersion of delving into these crypts and forts just for that satisfaction that you could.
One-Hit Kill Cheapos (instances where the game doesn't warn you and you just die)
- I'm not sure if X-COM is considered RPG, but it is somewhat similar to Fire Emblem in that deaths result in permanent loss. In these games, cheapo kills are definitely BS. Leveling your troop to commander, then bust through a door to see three mother fucken Ethereals. MASSIVE loss of progress. There should be build up or stories littered along your journey where it warns you of these enemies. Not only will it make you more cautious, but the moment you bump into one of them you will get this "OH SHIT!!!" feeling rather then, I can take it followed shortly by "THIS IS FUCKEN BULLSHIT!!!" I find the prior reaction is far more desirable as it adds tension rather then feelings of frustration.
Permanent loss is another mechanic in itself which I honestly don't mind if the genre calls for it. Fire Emblem and XCom have established themselves to have this mechanic from the getgo, so while the permadeath is annoying, it was probably because you fucked up playing this hard game (so the mechanic to be hated here is the unforgivably cheap difficulty
via permadeath).
No, what the "One Hit Kill Cheapo" mechanic refers to are those moments in gaming where you had NO idea that the death was coming. Especially annoying in parts of a game where you wouldnt think to or have not found a save point in a long time. That the game just expects you to know ahead of time what's what. My mind seems to be blank right now but my closest example is another FF8 one: the Magic Lamp. The principal hands it to you VERY EARLY in the game at one point and you have a choice of rubbing it at anytime in the game and if you did, without warning THE DEVIL SUMMON attacks you and forces you into a boss battle. Why?! Now perhaps you could have stopped to hear some warnings from NPCs or I dunno known about it ahead of time but if I'm a regular player and I get a lamp, my compulsion is to rub it not expecting a you-can-die situation.
Dungeon Puzzles that are either too easy or too hard
- I just hate puzzles in general.
Why? Because they break the pace? Because you are too arsed to solve them? I find puzzles in a dungeon to be fine as long as it doesnt destroy the rhythm of the game and if the design makes sense. In Skyrim, I used to think that the dragon claw puzzles were stupid until I realized they were retardedly easy for a reason: to keep the undead out (because they wouldnt be able to figure it out).
EDIT: Unfair bosses
Things I hate:
. Multiple forms without checkpoint system.
. Bullshit automatic decrease health to 1 and unavoidable attacks. LOOKING AT YOU SEPHIROTH.
. Automatic health recover when low. LOOKING AT YOU GYM LEADERS.
Ahh the 90s. And some 2000s I guess. I wonder if bosses still do this these days. They probably still do and its perfectly fine if it doesn't happen all the time and gives the boss a much needed challenge to all those guide-users and powerlevellers.