Recently, playing a D&D based RPG, getting annoyed at having to spam zillions of healing spells to get my characters back to full health after a fight.
This is really "unrealistic", if I can use that term. A normal person needs say 1-2 basic healing spells to get back to full strength from death's doorstep, but if you gain experience in lockingpicking for example (say a high level thief), then suddenly you need a couple dozen basic healing spells to get back to full strength. Which really doesn't make a whole lot of sense.
Apart from the fridge logic here of making you realize how ridiculous it is to need to cast dozens of healing spells for each character and how that makes no sense whatsoever, what was fun at low levels - clearly where these guy did the most testing of their games - becomes a massive chore once you're up to high levels. After each battle you dread going through the massive healing-spam session, that in some cases, can take longer and involve more clicking than the battle actually did, because they've clearly optimized things so that combat is fluid but after the combat, the interface sucks.
EDIT: btw the game is Eye of the Beholder 3, the last in the series, and hence why the issues with healing are more noticeable, since all my characters are very high level.
As for Eye of the Beholder 3, it's the epitome of what happens when the publisher takes over an IP from the studio who actually made it. There are so many things wrong with this game that it's hard to list them. The engine is significantly slower and more buggy than Eye 1/2. The graphics are worse. The level design is worse. These guys they put on it were clearly from the Gold Box RPG days, and more used to working in overhead, turn-based 16-color mode. They then applied that design approach to a first-person real-time 256 color game. Look like shit, the levels are shit and the sound is amazingly shit. Screeching clipped sound is the monster noises for basically everything. You want to hunt the monsters down just to stop the screeching noises.
The first area they start you in emphasizes the issues. It's a huge open area, instead of the narrow pathways of the earlier Eye games, and in a real-time first-person game, it's just clicking through large amounts of nothing. And they put these ghosts in there which probably only have 2-3 colors in the whole thing. What were they saving colors for? Sure, they only have a palette of 256 and this has gotta be used for everything that could conceivably be on the screen but surely they can use more of the default palette for the ghosts? I get it that each monster can only have a few "unique" colors due to palette limitations and the fact that you need to have colors available for all items, but only using like 3 colors for the only enemy on this level is just being lazy. The devs for the first two Eye games were much more creative in how they used the available palette for each monster. It's pretty low-res and more colors makes up for that. Eye 3 just has the low-res but they decided it would be easier to only use a couple colors per enemy to avoid palette clashes. One main enemy they came up with uses literally one color, black. "Shadows", you see? Brilliant. Have a whole level full of those since it won't waste any palette.
If they'd just used the Eye 2 engine and hacked in different levels it would have been better, but what they did was clearly to take the source code, added extra stuff then compiled it themselves. However the original was much, much faster, so they botched it and lost whatever optimizations the original creators did that made the engine run well. It would have lagged even on high-end machines of the day.
As an example of a "what were they thinking" thing, there are cursed items in Eye of the Beholder, and when you wield them in your hand-slots you realize that you can't unwield them. However, the Eye 3 people had a better idea: make the cursed item stick to inventory slots in general. But this just completely removes any threat from cursed items. Now, you can just put all items in your backpack then try and pick them out of the backpack. if they're cursed, you won't be able to take them out of the backpack or put then in your hand slots. And that's the point. By making the curse apply to all inventory slots you can now screen all items for curses when you get them, without risking your precious hand slots.