I dislike the padded-out game design of today's 7 year development time "epic games". I used to think this was MTX design philosophy creeping in, oh they'll buy stamina boosts or red gems for this instead of finding them out in the world. But so many games have leapfrogged even that, to where I'd perfer to buy the cosmetics or time saving currencies myself instead of randomized loot boxes, or randomised what's-in-the-shop-window-today carousels.
Sequels tend to get more stocked with more busy work, and stupid fake progression mechanics. "you cant enter this cave Lara, until you trapse back here with grenades in 3 hours."
Or even worse things like Dead Island 1, "you can pick this wepon up, but you cant use it until you're level 40, tough titties for you, go maximize your arm stamina or something." I don't mind waiting until, say, level 5 for the story to introduce a better gun to me, but when it does I want to be able to shoot it without being artificially crippled, let's say because my shooting proficiency stat isn't leveled up. Games used-to be funner to actually play. Though admittedly, in this example, I'm glad later Dead Island/Dying Light games removed that restriction. Now I'll gladly follow along with my brothers, gifted a level 150 electrified axe or some shit like that.