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Games

Welcome to the largest gaming community on Lemmy! Discussion for all kinds of games. Video games, tabletop games, card games etc.
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- !gaming@Lemmy.world: Our sister community, focused on PC and console gaming. Meme are allowed.
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Also fuck Bloom to hell
Hey now... Don't forget camera bob, "lens dirt," chromatic aberration, and vignette!
AKA - the video game graphics equivalent of "beer goggles."
Those two features frequently make me nauseous! Being able to turn them off or at least down is a necessity for me.
separe audio settings for bgm, sound effects, etc
Internet Connection - On/Off
Reminds me of one of my biggest pet peeves - a bunch of games will pop up a warning "Oh no, you're not on the Internet! Some stuff won't work!" on start up, always. Hate it, unless I'm trying to connect to a multiplayer mode of some sort.
A setting like this should ideally prevent those.
And by OFF, we mean actually off. The last thing I want is the game to push out a minor update 5 years after its last update, and all of the mods I have are now broken.
If I'm going to put 100+ hours into a game, there better be a setting to mute BGM, because no matter how good the OST is I will eventually tire of it and want to listen to something else.
The ability to pause should be a requirement for single player games. Not being able to pause long cut scenes, combats, etc. is so frustrating when nobody else is impacted.
Any game completely opposed to pausing for whatever design reason should instead be required to have a minimum of 30 seconds between pauses to allow for interruptions while playing without it allowing for rapid pauses to impact game play. 30 seconds minimum is because of how many interruptions are immediately followed by another interruption by kids/spouses/parents/pets.
Cutscenes especially. The pause button should pause cutscenes, with an option to skip the cutscene on the pause menu. The pause button should never just outright skip the cutscene. It should always pause the cutscene.
So many times as a kid that my mom would walk in and start talking right as a cutscene started. And when I’d go to pause it, it would just skip the entire fucking cutscene instead.
Yeah, pause and skip should be separate things. I have some games pm PC where the ESC key pauses and brings up the menu but to skip the scene you have to be watching it and then hold some specific button like mouse 1 for a couple of seconds to skip. Those are my favorites because I have time to reconsider skipping!
I'm sure I have seen it before, but I can't think of a single game that lets you pause during a cutscene. It really sucks for turn-based games where you need to watch whats happening when it's not your turn in order to respond correctly.
I remember a game I used to play years ago that had no ability to pause, so what i would do is alt+tab to the task manager and suspend the process, and then resume it later. Obviously that's way more clunky than just hitting a pause button.
Conversely I can't remember a game in recent memory that didn't let me pause in cutscenes.
Just off of my head: Ubisoft games, Control, Shadow of Mordor, Crysis, Witchers, Borderlands 2, Devil May Cry, Celeste had it.
It's been a very common feature for the last few years and has been very rare before that so it really depends on when you started playing new releases. I'm in my mid-30s and pausing mid-cutscene definitely happended after I stopped being excited about my birthday.
- Developers should spend effort vouching for a launch without startup logos. Even if supporting libraries/publishers are credited some other way, startup movies take up a lot of time when gamers launch the game many times.
- Trails in the Sky has a feature where you can choose to launch the game directly into your most recent save game rather than ending up at the menus. This would be a boon for many singleplayer games, especially those with densely animated menus.
All controls should be remappable. All means all. Not most, not some, and certainly none of this bullshit where all you can do is toggle between "XBox 360 controller layout A/XBox 360 controller layout B." This is especially true for titles on consoles, many of which still to this very day don't allow you to remap their controls at all.
For 3D games, field of view. Far too many developers of FPS titles in particular have Console Disease, and feel it's somehow acceptable to lock the FOV to 70° or some absurd number. If they allow you to adjust it at all they may be feeling "generous" enough to let you go as high as 90°. That's completely unacceptable. On my 4K monitor that's 25" from my face, I need at least 120°. Honestly, I want to see that slider go up to 180°. That's right, I want to be able to look at your game world like a goddamned pigeon. On that note I really have to wonder what those people with those 3840x1080 überwide monitors do most of the time, other than spending their days in never ending torment.
Allow me to turn off the stupid pre-launch splash titles. Certainly at least after the first startup. I certainly don't need to be told that nVidia is the way it's meant to be played, or that your company licensed Havok, or who your publisher is, or who your publisher's owner is, or who your publisher's owner's owner is, etc. Nobody cares. Usually instead you have to resort to replacing the .mkv or .bik files in the game folder with zero-byte text files or something. It's dumb.
While we're griping, and speaking of Console-Itis, does every PC game now need to have an unskippable message telling me that this game has auto save and urging me not to turn off my PC when the icon is being displayed? Really? Nobody's going to do that. Tell me your game is a shitty console port without telling me your game is a shitty console port. To keep this on topic, let's have a setting to turn that off, too, because it's stupid. Off by default would be nice. Should there be an Idiot Mode toggle?
Granularity in subtitles. It seems too many games only have two settings: All subtitles off, or they assume you're completely deaf. Typically I want to be able to read what characters are saying in their voice lines, but instead the developers also think I need to see the bottom third of my screen filled with [BOOM] [GUNFIRE] [JUKEBOX MUSIC] [FOOTSTEPS] [BOOM] [GUNFIRE] [BOOM] [BOOM] and so on and so forth, all the time. They should either categorize sounds and make their subtitling things individually selectable, or at least if they insist on making it a slider give it three or four levels: Off, cutscene/conversation dialog only, all spoken lines ("Cover me!" "Reloading!" "Never should have come here!" etc.), and then only the top level resulting in every single cricket and rustle of grass being captioned. Some games do manage to accomplish this. Many do not.
Oh, I thought of a good one to add to my wish list. I want every game to bring back the sound test menu. But they won't, because every studio on Earth now wants you to spend an extra $15 for their game's soundtrack. (As if it's not all going to be on Youtube about twelve seconds after release anyway...)
Allow me to turn off the stupid pre-launch splash titles.
I can guarantee that those splash titles are included because of contractual obligations. The same way a movie lists the publishing companies in the intro. Including a “skip after first launch” option would violate their contract. If it were up to a game’s director, they would almost universally prefer to drop you straight at the title screen. But they legally aren’t allowed to do so.
Oh, you want us to publish your game? We can require the game designer to show our logo for {x} seconds when the game launches. Oh, you want your game to be G-Sync compatible? Nvidia can require that you show their logo for at least {x} seconds when the game launches. Oh, you want to use our game engine to build your game? Unreal can require that you show their logo for {x} seconds when the game launches. Et cetera…
Quite famously, Unity had a reputational problem because of this. Free users were required to show the splash screen, but companies with larger war chests could pay the higher rate to skip it. It led to Unity being associated with low-budget and amateurish games, while higher quality games running on the same engine, which would be better advertising for Unity, tended to not show the logo.
Fully remappable controls is my biggest wish. I hate WASD and swear by EDSF, but some games like Fallout 4 hardcode some controls. E is hardcoded to "interact" or "open door" or something, but the game DOES let you map "move forward" to E. So I can run around like normal, but every time I run past a door it auto opens to a zombie hiding behind it.
Here’s a simple one. On PC, a lot of games let you use the keyboard/mouse or a controller. On some games it’ll switch the prompts to the layout of the last type of input you used. However I tend to use a controller for everything, except I’ll use a mouse for more fine tuned control since I suck at aiming with a joystick. But then what happens is the input notifications switch to keyboard/mouse and sometimes don’t switch back.
I’d love to see an option to force which input style gets displayed on screen. Keyboard/Controller/Auto
A way to start a fresh save. Or better yet, allow multiple saves/profiles. I've lost count of the number of times I've had to search online for where save files are located and delete them myself.
And if it's a Steam game, you also have to worry about cloud saves undoing whatever you did. Please, just make it simple for players to do this.
for that matter, why can't we ever add a note or a tagline to save files? too many rpg's and console rpgs have multiple save slots, multiple endings and all that other added content jazz, but no way to internally identify the save files that matter?
For real. Especially if there are settings that permanently and drastically alter the game that you select when you start.
This is totally unrealistic but it would be sweet if there was a button for showing you a compilation of recent cutscenes or something for when you havnt played a story heavy game in a while and forgot what’s going on.
Like in the main menu give me a memory button or whatever that basically brings me up to speed to where I left off. Could be replaying cutscenes or showing me text of recent events, who knows 🤷♀️
But there are too many times i have to put a deep rpg down and then life gets in the way and picking it up again becomes impossible when it doesn’t feel like I’m there anymore
Please let me invert y-axis for games where I control the field of view. Nothing takes me out of a game like suddenly staring at my feet when I try to look up.
And x-axis, just to be thorough. Especially for third person games since they still can't all agree on what the default should be.
Customisable difficulty. Have a single or multiple presets balanced to what you'd like your players to experience but give me an option to adjust some of the stuff to my liking. There are SO MANY games I'd love to play way more than I do but none of the difficulty options feel "right", bringing the whole experience down.
It's also a great feature from an accessibility standpoint - pretty important thing for those who literally can't play your game for reasons that could be easily worked around if such customisation was there.
"But my artistic integrity and vision!"
No, shut up. Your vision doesn't mean squat if my experience with the game is annoying to the point where I don't even care about the lore implication of an enemy placement or how gameplay systems intertwine with themes and story of the game. It's important, sure, but it shouldn't be more important than player's enjoyment of your product.
Balance your game how you imagine it but let me play with the sliders to make it feel how I want it to. Just drop a scary message about it not being the intended way to play and it'll be fine.
I think it'd be better to have assist modes than difficulty options. As difficulty is traditionally associated with changing things like health and damage (or worse, opaquely disabling mechanics) that are fundamental to game balance I think it is too easy to be abused as a cop out from having to balance the game.
Things like slowing the pace of the game, adding aim assist, visual indicators for audio cues, more lenient hit boxes, more frequent saves would be way more useful imo. Optional mechanics or modifiers can exist, but they shouldn't be bundled with other random stuff.
I completely agree that accessibility/assist modes are more important and if I had to choose I'd go with that. Since we're in a fantasy land however I'm still going to advocate for customisation because, let's be honest, most of the difficulties (besides "the main one") are usually not that great.
I'm speaking from a perspective of someone who tends to go for the higher difficulty options which extremely often go with the laziest possible decisions like turning enemies into damage sponge and increasing their attack power. That's it. Stuff like improved enemy awareness, faster reaction times, smarter tactics aren't exactly common and that's my main pain point when selecting difficulty. There are also other things like ammo/loot scarcity, need drain in survival games etc.
Having an option to tweak at least some of these things could help folks like me who often end up in a situation when one difficulty is piss easy and the other feels like a drag. Peoples skills and expectations vary way too and there's simply no way few basic difficulty settings will be right for everyone. And if someone damages their experience? Oh well, let people make mistakes and take responsibility for their choices. Inform them that changing this stuff will affect their experience and leave them to their decisions. We can't (and shouldn't) baby-proof everything, in my opinion.
For over-the-shoulder games, separate field-of-view AND CAMERA DISTANCE.
For player-hosted games, an option to reject hosts using unsuitable hardware or low bandwidth, high latency networks. My gripe is specific to Warframe on the Switch 1, but if the developers of any game can't/won't operate public game servers and choose to offload the responsibility to the players, the choice should belong to the players.
Adjustable HUD offset for widescreen.
I have a 32:9 display and it SUCKS when HUD elements are anchored to the sides. I have to turn my head to see it!
Subtitles for the hearing impaired. Like when a switch flicks it writes click on the screen.
I'm not impaired, but I like to have the sound down for stealth gaming.
Not a setting, but a "here's what you did last time/here's where you need to go now". If it's been a little while since I played the game, I shouldn't be lost trying to figure out where I am or where I'm going.
All fighting games (or anything that runs deterministically on all players' machines, like fighting games do) should always have a performance test requirement before you hop online. We figured this out over a decade ago, and plenty still don't do it, resulting in people with weak computers causing matches to appear laggy.
As a society, we should agree on which menu subtitles belong in. Is it language? Audio? Display? Game Settings? Sometimes I've seen games put them in multiple menus so that we always find them where we're looking for them.
I'm no expert on colorblind settings, but I tried playing Monaco with someone who's red/green colorblind, and that game was nearly impossible for him.
If your game runs online, I should be able to host the server myself, and launching a listen server from within the game ought to be present, too. It might be nice to surface port forward information there as well. LAN is nice; Direct IP connections are better. (Thanks, Larian, for including both!)
Chromatic Aberration toggle
Motion Blur toggle
Distortion Effect toggle
Vignette Effect toggle
FoV slider
DLSS/FSR implementation (cause fuck TAA, like really, really fuck TAA and its smear)
Oh, and Head Bobbing/Camera Shake slider, forgot about these
I can't think of a setting that would universally apply to all games, like I'd be hard pressed to say a setting in Tetris that would apply to Minecraft. Vision and auditory accessibility is probably about it, but those settings would look pretty different I think depending on the game or genre of game.
- Description of the effects and hardware demands of graphics options.
- An actual benchmark for 'optimized settings' (even if it's just crunching numbers) instead of hardcoded GPU names.
- Clear indication of which difficulty the game was balanced for.
- Msaa. Hate running old games at 200 fps with jagged edges and blur thanks to fxaa.
- Instant controls switching between controller and keyboard. Tired of games that pick input type at startup, pick input glyphs at startup, ignore first button press from a different input before switching, disable controller if keyboard input is detected etc etc.
- Not games but steam: just let me force steam input on all games like Proton.
Also how 'full potato' do you want it to be? I assume the settings don't scale below low, so it'd be just turning off shadows, reflections etc. Would even the lowest resolution textures fit in the vram of an older card? And besides, the engine is probably designed for modern multi core cpus so even if the graphics could be scaled down it might not run well
