Breh. You having trouble following along with a simple conversation today? You drunk or something?
Your most hated mechanic or things used in game design still?
Having to start a game over with no abilities is lazy writing. That's the premise of my critique.
I specifically mentioned the first 3 God Of War games as an example of what I consider to be lazy writing (and overall game design).
I don't think writing in some sort of excuse to sap the main character's power at the beginning of a sequel is good writing. It's lazy IMO. It's a poor excuse to "give players something to do".
The last 2 God Of War games handled it better. Keep the weapons and abilities and write in some new weapons and abilities.
I know you like to make this a console war thing and especially so since I brought up God Of War, but it's a pretty clear example of what I'm talking about game design and story wise. Other games are just as, if not more guilty of this with their sequels.
I brought up examples from Dragon Ball Z, Marvel, and Naruto to further illustrate what I mean by writers being lazy and getting stuck in this loop of "characters have to level up to defeat their nemesis, and then level up further to defeat the next one".
Hell, Uncharted didn't have to introduce stronger bosses with more HP, and more guns, and force you to level up your armor and guns and abilities to progress from one game to the next. You could argue that Gears Of War didn't really do that either; sure they introduced new weapons here and there, but there isn't some silly mechanic that forces you to relearn abilities to be able to stand a chance against enemies.
From a creative stand point, what writers need to do is allow players to get to a certain power level, item level, etc. and for the sequel, let you keep all of those abilities, items, etc. and simply come up with NEW items, skills etc. for the player to obtain. I understand the RPG or Adventure genre is more susceptible to this but again, that's because of lazy writing, not because it's some written in stone rule.