- Glowing "you're too stupid to find things on your own, so we're doing it for you" interactive environmental objects, items or surfaces. Example: Tomb Raider 2013's "even easier mode" A.K.A "instinct/survival mode", sure you don't - have to - use it, but it's there.
- Points of Interests in a game like Skyrim, are for the most part (more below) incredibly immersion-breaking. You don't have to actually explore to find a cave, a ruin or a fort. You just have to be "in the vicinity" and oh, it pops-up on your "I know where it is! I know where it is! Look! magic-operated compass (don't tell me there's a GPS system in the Elder Scrolls universe). At least it can be modded out. Now, granted, points of interests can be useful sometimes for scripted quests, or at least for the main story line missions, so that you don't have to explore an entire week to finally find 'point B' to start part two of your quest.
- Timed missions. As honestly and best as I can try to recall I just can't think of fun timed missions in games. The type of missions that fail because you weren't fast enough (and not because you weren't "good" per say at the game, or not because the enemies overwhelmed you, etc). The timed missions that I DO 'tolerate' are the ones that don't put a million obstacles in your path just for the sake of being annoying rather than challenging. For example, the delivery types missions in Borderlands 2, those were not "fun", but I tolerated them because they were easy, linear-enough (easy path to follow, especially in a Buggy) and didn't take much time to complete (there's a difference between toleration and entertainment, however, I'll never actually like those missions).
- Escort missions. It depends on the execution of said mission. But most of the time the NPC(s) or vehicle(s) that you have to escort (and usually protect while doing so, of course) have near-absent A.I. and they keep dying... OR... they have almost no HP, so just one or two enemies sneezing at them and they'd die... OR... the NPC(s) or vehicle(s) are excruciatingly LOW just to make sure that your patience (or impatience) is being put to the test (Oh... c'mon MOVE FASTER!!!). I'd rather just protect one barely-moving or a fixed target (or NPC, or whatever I'd need to guard) from an incoming wave of enemies over actually escorting a moving one while providing aid/protection or which would necessitate near-perfect reflexes. If the escorted NPC or vehicle can defend itself to some degree, or if it can help YOU in doing your escort job to a certain extent... THEN and only then do I tolerate such missions and sometimes even enjoy them. Example: Mass Effect 3 Multilayer's drone escort objectives (the mission doesn't take much time, the drone moves faster if all players are within the escort radius, the drone occasionally regenerates YOUR shields while being escorted, helping you doing your job... THAT is the type of escort missions I don't mind about).
I could name other things I'm annoyed by in video gaming but I'll just limit myself to these four above (they're the "main" ones for me anyway). And out of the ones I've mentioned I'd say that the glowing stuff is the one ultimate relatively-recent video gaming aspect that pisses me off the most. Seriously, you'd enter a small room, you'd see a crate of ammo glowing in the corner RIGHT THERE like five meters away, you developers really think that we're not going to move our mouse and change our viewing angle in the room and we'd actually miss a box of ammo, then why don't you also include audio cues while you're at it? Make the ammo box talk? That could help the brainless gamers out there I'd presume, the ones you make those games for, remember? I'm sure all those Zelda fans out there would have loved to see every single movable blocks and interactive switches glowing to "help them" through the oh-so-difficult A Link to the Past, would have made the game so much better. Now, please, stop with that glowing stuff folly, please, for the love of all that is made of chocolate.