this post was submitted on 19 Oct 2023
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I've been thinking about making this thread for a few days. Sometimes, I play a game and it has some very basic features that are just not in every other game and I think to myself: Why is this not standard?! and I wanted to know what were yours.

I'm talking purely about in-game features. I'm not talking about wanting games to have no microtransactions or to be launch in an actually playable state because, while I agree this problem is so large it's basically a selling when it's not here... I think it's a different subject and it's not what I want this to be about, even if we could talk about that for hours too.

Anyway. For me, it would simply be this. Options. Options. Options. Just... give me more of those. I love me some more settings and ways to tweak my experience.

Here are a few things that immediatly jump to my mind:

  • Let me move the HUD however I want it.
  • Take the Sony route and give me a ton of accessibility features, because not only is making sure everyone can enjoy your game cool, but hey, these are not just accessibility features, at the end of the day, they're just more options and I often make use of them.
  • This one was actually the thing that made me want to make this post: For the love of everything, let me choose my languages! Let me pick which language I want for the voices and which language I want for the interface seperatly, don't make me change my whole Steam language or console language just to get those, please!
  • For multiplayer games: Let people host their own servers. Just like it used to be. I'm so done with buying games that will inevitably die with no way of playing them ever again in five years because the company behind it shut down the servers. for it (Oh and on that note, bring back server browsers as an option too.)

What about you? What feature, setting, mode or whatever did you encounter in a game that instantly made you wish it would in every other games?


EDIT:

I had a feeling a post like this would interest you. :3

I am glad you liked this post. It's gotten quite a lot of engagement, much more than I expected and I expected it to do well, as it's an interesting topic. I want you to know that I appreciate all of you who took the time to interact with it You've all had great suggestion for the most part, and it's been quite interesting to read what is important to you in video games.

I now have newly formed appreciation from some aspects of games that I completely ignored and there are now quite a lot of things that I want to see become standard to. Especially some of you have troubles with accessibility, like text being read aloud which is not common enough.

Something that keeps on popping up is indeed more accessibility features. It makes me think we really need a database online for games which would detail and allow filtering of games by the type of accessibility features they have. As some features are quite rare to see but also kind of vital for some people to enjoy their games. That way, people wouldn't have to buy a game or do extensive research to see if a game covers their needs. I'm leaving this here, so hopefully someone smarter than me and with the knowledge on how to do this could work on it. Or maybe it already exists and in this case I invite you to post it. :)

While I did not answer most of you, I did try and read the vast majority of the things that landed in my notifications.

There you go. I'm just really happy that you liked this post. :)

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[–] Essence_of_Meh@kayb.ee 10 points 1 year ago (2 children)

Some things were already mentioned so here my other pet peeves:

  • customizable difficulty - no default preset will be as good as one that can be modified to your liking. Sometimes the issue lies with difficulty making things more of a chore than a challenge, sometimes they tune things too much where you get stuck in a weird middle ground where one difficulty is way too easy and the other bashes your teeth in.
  • character speed control on PC - we had this stuff figured out in 2002, when Splinter Cell came out! Why the hell are we still stuck with terribly slow walk and slightly too fast jogging? This isn't hard to implement either - there are already multiple speed states when playing with a gamepad, all that's required is an option to control it with a keybind.
  • visible body in first person games - I always try to immerse myself as much as possible and having a physical body helps sell the idea that I'm a character in this world rather than just a floating camera.
[–] OfficialThunderbolt@beehaw.org 3 points 1 year ago (2 children)

Character speed control is even older than that; many of Sierra's games in the 1980s/early 1990s (like King's Quest, Space Quest, etc.) had them. Adjusting them made some of them even easier, because it didn't affect enemies, allowing you to easily evade them during chase scenes.

I can only think of a few games that have had customizable difficulty. The problem with them is they complicate the user experience, and most people would rather not tinker with them.

[–] CarlsIII@kbin.social 2 points 1 year ago

To be fair, the speed options in those Sierra games actually adjusted the speed of the entire game, not just the walking; but I understand what you’re getting at.

[–] Essence_of_Meh@kayb.ee 1 points 1 year ago

I was mostly thinking about action (or generally keyboard walking) games but that's good to know, I never got to play those titles honestly.

It's not like customizable difficulty would be mandatory - you have your default presets and an option to customize. You could even add a disclaimer about how "modifying difficulty can break the experience" or whatever.
I'd rather have a choice and not use it than be stuck with options that never feel "right".

I realize that games (and software in general) today are about simplifying things and removing any possibility of user messing up but it can make the end product way less engaging in my opinion.

[–] tal@lemmy.today 1 points 1 year ago* (last edited 1 year ago) (1 children)

character speed control on PC - we had this stuff figured out in 2002, when Splinter Cell came out! Why the hell are we still stuck with terribly slow walk and slightly too fast jogging?

So, this may not be a real problem if people aren't dead-set on hard realism, but one point that I recall being made is that in general, in-game characters tend to move more-quickly than real world people do. IIRC from a long-ago article, Quake 2 was calculated to have the main character running at about 35 mph. Even an unencumbered Usain Bolt doing a short sprint isn't gonna be in that neighborhood. That has some significant tactical impacts in a number of games in terms of, say, the ability to close on a ranged attacker or the value of ambushing.

A number of military sims that I've seen -- a game genre where having realistic speeds often matter a lot -- provide "time compression", where one can speed up the game world to get through periods where nothing interesting is happening. That does require the game to be able to simulate the world at a higher rate than normal, though.

[–] Essence_of_Meh@kayb.ee 4 points 1 year ago (1 children)

That's not what I mean though. Back in Splinter Cell you could use mouse wheel to increase or decrease your character walking speed - similar to how you can do it with an analog stick. It's about giving player more gradual control on how fast/slow you move.

That said, customizable game time scale (not game speed) is also another thing I'd like to see in games.

[–] tal@lemmy.today 1 points 1 year ago* (last edited 1 year ago) (1 children)

Oh, I get what you mean. So you want something like analog input for movement.

Hmm. I think that a lot of FPSes use the mousewheel for "cycle weapon". I guess you could have some kind of chording support, but I think that the problem is mostly that there isn't a free analog input on keyboard+mouse for it.

The other thing would be that you only get one analog axis then, and a lot of games will need two analog axes for analog movement.

I was just reading the other day about some keyboard that apparently had keys with pressure-sensitive switches. I have no idea how many games actually support it, and bet that it's obscenely expensive, but that'd provide necessary analog inputs, assuming that games add support.

googles

Ah, apparently it's a thing with "gaming" PC keyboards right now.

https://www.pcgamer.com/cooler-master-launches-a-keyboard-with-pressure-sensitive-keys-for-dollar200/

Cooler Master launches a keyboard with pressure-sensitive keys for $200

https://www.amazon.com/ROCCAT-ISKU-Force-FX-Pressure-Sensitive/dp/B01MTA0OAP

https://www.tomshardware.com/reviews/razer-huntsman-v2-analog-keyboard-review-pressure-sensitive-swank

Razer Huntsman, $250.

thinks

You know, honestly, I think that this is at least partly a special case of what a lot of the other comments have asked for, which is basically a more-powerful input layer on the PC sitting between my devices and the game. Like, if I have a bunch of keyboards and joysticks and mice or whatever, let me attach axes and buttons however I want to functions in the game, do macros, whatever.

I had a comment complaining that I had a controller with two extra buttons than a standard XBox controller, but that most games can't take advantage of that, even though they provide extensive support for rebinding keys on keyboards.

Someone else wanted to be able to bind any input to any game function, wanted macros and stuff.

You're wanting the ability to link an analog input to existing code in the game that can take an analog value.

Several people have asked for the ability to rebind controller keys.

I also recall seeing, in a past discussion, a handicapped user talk about how the ability to rebind was important to them for accessibility reasons.

[–] Essence_of_Meh@kayb.ee 1 points 1 year ago

I think you're making this a little bit more complicated than necessary. Those gadgets are cool but that would probably require more support by the devs than a simple keybinds and considering how niche this stuff is... I think the latter is a more probable option.

Those two axis you mentioned would be modified together anyway since we'd want the speed modifier to be the same no matter the direction. Alternatively one could make it into a separate variable included in speed calculations - this way you can keep the direct input value provided by the controller (whether it's a gamepad or a keyboard) and have one more piece that can sit unchanged when playing with analog controls.

Mouse scroll was an example since that's how it worked in Splinter Cell back in the day (it's also how Star Citizen does it today). You could just as well use any other key to increase/decrease the this muliplier (or make it mouse scroll + modifier key).

Overall, I do agree that more flexibility in input mapping would be a good thing. Can't go wrong with giving people more choice.