Like the other thread, except not. As before, stuff directly related to gameplay, not story, community, or characters.
Permadeath
Unless it's a game like Spelunky, where each game only lasts a few minutes, I ain't touching it. I don't want to lose all of my progress because of a poor choice or a run of bad luck.
Physical needs (hunger, etc.)
Good LORD. My first experience with this was Mystic Towers, back when I was a child, and I've hated it ever since. It doesn't add to "realism" or immersion or whatever to me, it's just one more thing to keep tabs on and slow gameplay down for no gain.
Mandatory PvP
This is a deal breaker for me. It's done nothing but infuriate me every time I've been subjected to it. I wanted to like ArcheAge, but when I was told that it's pretty much all PvP outside the starter areas, I dropped it immediately. Same deal with Aion.
Time limits
I play games at something of a ponderous pace. I want to do things when I'm ready. I hate being rushed, and knowing I have a time limit causes me to panic a bit, rush, and become reckless. Arbitrary time limits are the worst, such as in Monster Hunter. Why does this quest to kill a Rathian absolutely need to be finished in 50 minutes? This is one of my biggest complaints with Mario 3D World. Due to the complexity of the levels, I always feel like I'm missing something that gets me to a green star. As such, I'm constantly running low on time.
Finite lives
Speaking of Mario…They serve no purpose anymore. In arcades they were important. On home consoles, it's pointless and in the way, especially when there's no real penalty for running out.
Save points without suspend saves
Save points are fine, as long as I can make a quick, temporary interim save if I need to put the game down quickly, like if food just finished cooking and I need to avoid reducing it to carbon. If it comes down to "lose 30 minutes of progress or piss off your friend," I'll drop the progress, but I'll be livid about it. As a small caveat, old consoles get away with it due to technical limitations.
Grinding
Doing menial tasks for a far-off goal with nothing else in-between is neither fun nor enticing. I'm looking at you, Portrait of Ruin. I will not master 5 different subweapons I've never used that require me to kill roughly a thousand monsters each. 100% completion isn't that important to me.
Quick-time events
Thankfully on the way out. They were never enjoyable. "Unintrusive" would be about as good as you can expect from them. I don't consider "struggle" actions, like mashing buttons to escape a grapple, to be QTEs. There's a solid reason for it, and it (usually) isn't instant death if you fail.
Random chance outside of gambling minigames
The random number gods hate me. I swear if a % chance for me to hit or successfully craft or whatever is under 90%, I've got an even chance to fail. Likewise, for the enemy? 30% is usually enough to get what they want.
Fake difficulty
Hitboxes discrepancies, cheating AI, struggling with the camera or controls, all are fantastic ways of getting me to permanently ragequit a game. It's not okay. It was never okay. It will never be okay.
Auto-scrolling levels
Related to the time limit thing above, I will almost always panic and screw up a lot. Eversion world 6, man…
Punishing difficulty
With very few exceptions, I hate games that are super-hard. I have a low threshold for frustration, and doing things that make me feel like I'm bashing my head against the wall, then penalizing me for not being Asian Gamer God enough to compensate isn't going to endear me to you very well. That's why I don't play bullet hells. Too much going on, no real room for error. Alas, vertical shooters that aren't bullet hells are a dying breed.