What is something (feature, modes, settings...) you would like to see become a standard in video games?

Plume (She/Her)@beehaw.org to Gaming@beehaw.org – 143 points –

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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Parent mode, haven't played in a while? Here is a recap of the story so far and here is what you did last time you played.

This is my #1 request. I only have time for 1 game, so if I return to something, I sometimes have to start over bc I've no clue where I left off.

oh man. It's wild how prestige games are always trying so hard to be like prestige movies and TV, but somehow they have not yet adopted the practice of the recap.

Ohh, Pokémon games used to have this!

That and a consistent single key pause button would be fantastic for a parental features

dragon quest 11 did this, it was so helpful

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It's mental to me that most console games still don't let you change the controller bindings like you can on PC.

Yes! I almost always change a few of the buttons when I get the chance. Extra points if the game is nice enough to let you know when your changes conflict with other presets.

A lot of PC games let you change mouse and keyboard bindings, but not controller bindings, because they have "keyboard and mouse mode" or "console mode" if the controller is used.

I've got no problem with having a sensible set of defaults, but if I get a controller with more buttons, unless this is a competitive multiplayer game that needs a level playing field, I'd like to be able to take advantage of them.

Steams controller rebinding tools are a real killer feature.

Yeah, but if that's the only way a game developer implements it, they're tying themselves to Steam. I mean, if I were a game developer, I wouldn't want to do that, as it's a lot of lock-in.

I think that Valve's service is a pretty good one, but they're taking a 30% cut for doing a number of things for game developers. If they become the only game in town, it's possible that they might start taking more than 30% and those developers are going to be kind of stuck with that.

It's common across games, so it doesn't make sense for game devs to reimplement the wheel, but I'd think that putting as much as possible in the game engine would be a reasonable place.

Not being able to bind the controller on PC is even more insane to me. Why can I change my entire keyboard layout but not change the controller AT ALL?

Final Fantasy XVI's Active Time Lore. Being able to pause the game and have a list of relevant characters, places, and concepts for the scene you're in is so helpful for my ADHD, for when I take a break from a game and come back not knowing what's going on. I want to see this in every story heavy game.

oooooh i love that. Like Amazon Prime Video's X-ray feature (which i really wish other streaming services would adopt).

Cut-scenes that can be paused, skipped and replayed later.

This so much. Hate it when the cat desides to destroy the whole flat for no actuall reason. You test the pause button just to see it is skipping and you did not safe before the cutscene. so no going back watching the scene.

Keep a rotating history of 20 or so autosaves/checkpoints, not 1, in case the last autosave was at a bad spot. Storage space is cheap. Yeah, I can do that myself with manual saves, but why make me do that? Maintaining that isn't a fun part of the game for me, and it's easy for the developer to do.

Baldur's Gate 3 does this, and the number of saves is configurable. It's nice.

This saved my butt the other day! I got some message that my current save was corrupted or detected tampering? and to stop playing on it. I was able to go back a couple of auto saves, find a good one, and not have to do a bunch of content over again!

It's not a technical limitation but a balance one usually

20 Auto save slots can mean going really far back on decisions the dev might want to be more permanent for you

Having at least an extra 1 for avoiding soft locks though is a really good idea, and it's annoying when it happend

At the point the game allows multiple manual saves, rewinding decisions is trivial. There is not much of a point in restricting autosaves too.

The only way a game can enforce permanent decisions is if it only has auto-saves, in which case it could have a couple hidden backup saves just to prevent any issue from ruining people's progress. Even then that's not enough if players are willing to tinker, but at least it's not trivial.

Online saves are an option too but I wouldn't be too fond of a game that is needlessly restricted to online-only just to make decisions permanent.

Also, at least on the PC, it's possible to just back up saves.

I mean, I feel like there's legitimately value to having an "ironman mode", but I'd really like to have the option not to use it, for a number of reasons.

One of which is that sometimes games have bugs -- I just hit a bug in Starfield that was easily worked around by rolling back to an earlier save and taking a slightly different action. However, Starfield had autosaved between the action that triggered the bug and it becoming visible to the player, which would have been a problem if (a) I hadn't manually saved prior to that and (b) Starfield didn't do the multiple-autosave-slot thing.

The player can always impose not using saves on themselves, but they can't debug games.

Definitely, technical problems are another reason not to be overly strict.

Ironman mode absolutely has value, but this gets into a greater discussion that I feel more gamers should keep in mind. The value of these restrictions and challenges are your entertainment as well as fairness towards the people you are actively playing with. Game rules are all arbitrary by definition. It doesn't really matter if someone playing by themselves completes an Ironman mode fairly or cheats at it.

It's because gamers were convinced to take game rules more seriously than they deserve that today some believe that fictional items in a remote server they don't control can be worth hundreds of dollars. That hundreds of hours of RPG grind are somehow a necessary requirement to play a match of a game with someone else, and also that paying to rush this entirely artificial aspect of the game is worthwhile.

If the developers of a game prefer that it's played in Ironman that's fair, but there is no need to come up with exceedingly complex and restrictive solutions to police how people play. If they don't want to play differently, that's fine too.

I would be nice if the game detects that it's been quite some time since I last played, and give a quick refresher of the keybinds as well as brief rundown of recent missions completed / story-so-far.

I loved how the Witcher 3 did a brief recap of the current story step in the loading screen, just enough to make you remember what was going on.

Dragon Quest XI also! I love this feature. Final Fantasy XII-2 also did it in a nice cinematic way, like you're watching a show, with snippets of cutscenes after a voice says "Final Fantasy XIII-2, the story so far..."

Yes! I gave up playing Doom Eternal and then went back to it after a few months and I just kept getting killed instantly. I forgot how to play it!

Ghost of tsushima does that and won my heart for it. (well for that it won even more)

Phobia-friendly settings/modes. There are so many games that I can't play or have to find a mod for because the fantasy genre is obsessed with giant spiders. The only way I could ever play Skyrim was with the Arachnophobia mod that replaced all spiders with bears. I haven't played Grounded, but I know it has an arachnophobia setting that can simplify/cartoonify the spiders or replaces them with floating orbs. I'd love to see these types of settings in more games, and ideally similar settings available for other common phobias/triggers besides spiders and blood.

The only way I could ever play Skyrim was with the Arachnophobia mod that replaced all spiders with bears

I can only imagine this.

Villager: "Chosen One, you must slay the Queen..."

Poorly-recorded masculine voice cutting in: "Bear"

Villager: "...before her egg sacs hatch and all of her..."

Poorly-recorded masculine voice cutting in: "bear cubs"

Villager: "...start swarming over the area!"

One fun thing about the mod is that it doesn't disable crawling on the walls/ceiling or descending from a web, so sometimes you'll wander into a cave and a massive bear will just roar at you as it slowly floats down from the ceiling before it can charge at you properly. All the cobweb/spiders' eggs items were replaced with "Cave Bear Honeycomb," too.

Satisfactory swaps the giant spiders with cat heads and even with my slight arachnophobia, I still prefer the spiders. The cat head floating towards you are somehow even creepier.

One of my all-time favorite games, Barony, just added an option that replaces spiders with isopods. I'm not an arachnophobe, but I thought it was funny and thoughtful that they did that.

This starts to devolve as an idea kinda fast because someone out there has a phobia for every single thing. I do agree though on spiders specifically. I do not have arachnophobia but its so common and giant spiders are kinda overplayed in fantasy anyways, that I dont think theyd be missed.

Definitely it doesn't need to exist for every phobia or in every game, but for phobias that really are only present audio-visually (blood splatters, certain noises, monster models, etc) and not narratively (quest-lines and dialogue), I think it is simple enough to have a model-swap setting or similar. I don't mind the ludo-narrative dissonance of an NPC telling me to go fix their spider infestation in their cellar and then finding a den of cob-web surrounded werebadgers or whatever. Games like Don't Starve already let the player fully customize the spawn rates of difference monsters, while other games let the player disable their character drowning or burning, for example.

When I first played house flipper my apartment was in the middle of a roach infestation. I was very happy to have the option to turn off roaches

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I wish I could choose size of font, so many games have a font that only works on certain TVs or played in handheld mode.

Also I wish we could all align in settings menu at some point, so I'm not hunting down these weird unexpected settings.

Search bars for settings are pretty great, especially when they match against alternate names for the same option.

Dear God, yes, font size options, PLEASE! I cannot express just how depressing it is to finally get a game I've been wanting to play so badly for years only to immediately realize I can't play the damn thing because I can't see the text to read it and figure out what the hell is going on or what I'm supposed to do. :(

Gyroscope controls. Especially for first-person shooters and other first-person games. I used to be a diehard mouse and keyboard player when it came to FPSes until I played Quake 1 on the Switch with gyro controls turned on. Now I'm trying to find ways to be able to play every FPS in my collection on a TV with gyro aim because it just feels so much better.

One of my favorite steam deck features is being able to use gyro controls for any game. It's not always as smooth as the Switch, but it works pretty well to add a bit of additional fine-grained control to the course-grained control of the R-stick.

Doom on the switch was amazing for this. I tried to play Doom eternal on the ps4, afterwards, and it was just such a disappointment because it didn't have gyro.

Hell yeah. I didn't put this in my post because I didn't want it to turn into a debate about the validity and viability of gyro controls (it is, if you don't think so, you're just wrong). So thanks for putting it.

My problem with analog sticks in FPSes isn't fine-grained control -- most games have zoom, and auto-aim has done a lot to mitigate lack of acuracy. My problem is coarse-grained control -- that is, it takes ages in an FPS to turn around at maximum turn speed, whereas a mouse player can rapidly snap around if they are, say, attacked from the side or behind.

I've seen some people talk about hacking together some mechanism to try to deal with this using the Steam Controller and Steam Input -- I think that it might have been something like a double-tap-to-rapidly-turn, but my impression is that whatever was going on there was more-elaborate than just the combination of an analog stick and a gyro for fine movement.

W.r.t. mouse controls, having a bit of mouse acceleration can make it a lot easier to balance accuracy and being able to turn around.

Do you just eventually get used to gyro aim?

Everyone I know that's gotten good with it swears up and down about it but 10 or so hours with Splatoon 2 and I felt like I didn't get ANY better with it

This is from someone who's pretty damn good at fps games, usually top 3 on the scoreboard no matter what game it is, so I'm not just bad at the games themselves

I've heard of people struggling with it, but personally I got used to it very quickly.

I haven't played Splatoon but I've heard it doesn't use standard shooter controls, so it may not be the best example of the gyro aim I'm taking about.

If you haven't yet, you might try grabbing Quake 1 or 2 on the Switch (they're on sale right now!) and give that a shot with gyro on.

Splatoon doesn't give you as much control over it as a Steam controller does. It's only the Y axis, and it's always on. It's much better when you can hold a grip button to toggle it. Then you can use the right track pad or analog stick for big movements and the gyro for fine tuned precision while holding a grip button.

That sounds like exactly what my issue was with learning: it always being on, any teeny hand movement ever would fuck with the camera, the steam controller sounds much closer to what my mind expected from gyro

With that in mind I just might have to try it out, though now I'm scared of getting good with it and needing to hack gyro into games to play, much like getting good with MKB killed me playing FPS on controller lol

I'll tell you that my friend sat me in front of Returnal on PS5, and that game felt unplayable without either M+KB or gyro, even though plenty of people managed just fine. There's even a gryo feature in the PS5 pad! They just didn't enable it for the game. On PC, you can use it on Steam controller whether the dev enabled it or not.

Story mode / Infinite lives / invincibility modes.

Difficulty should not be a barrier for entry. I like how Insomniac games like Ratchet and Clank, and to a lesser extent Spiderman, offer a really easy mode for those who just want to blast away or swing around New York.

I bought FFXVI on launch day and decided to go the story difficulty. Best decision ever, and such an interesting way to do it. You basically get these special rings that make aspects of the game easier, like dodging and attack timing. You can always unequip them if you want to try the game with harder mechanics. The rings also take accessory slots, which you only have 3 of, so you have have to consider things like "Do I want this agility boost? Or my time-stop dodges?" Interesting to trade out game nerfs for stats or other effects.

But yeah. Story modes are great. I played Horizon on easy. Had a blast and didn't get frustrated.

One of the worst arguments I had online was me saying that's great in single player but not unilaterally in multiplayer, and people got mad. I still think about it sometimes.

But generally yeah, agreed. Caves of Qud added a roleplay mode so dying sends you back to town instead of forcing a new game, and it's real nice even if it's not the traditional rogue like.

I think that part of the problem in the case of Caves of Qud is that traditionally, the roguelike genre was aimed at having relatively-quick runs. So losing a run isn't such a big deal. Your current character is expendable. But many roguelike games -- like Caves of Qud -- have, as they've gotten ever-bigger and gotten ever-more-extensive late games, had much, much longer runs. Cataclysm: Dark Days Ahead can have a character easily last for weeks or even months of real time. If you sink that much time into a character, having them die becomes, I think, less-palatable to most players. So there's an incentive to shift towards the RPG model of "death is not permanent; it just throws you back to the last save".

Just as some roguelikes have had longer runs, some games in the genre have intentionally headed in the direction of shorter runs -- the "coffee break roguelike". The problem there is that roguelikes have also historically had a lot of interacting game mechanics in building out a character, and if you put a ten-minute cap or so on a run, that sharply limits the degree of complexity that can come up over any given run for a character.

More split screen games, there are gamers that have a SO gamer you know? Or brothers, cousins, neighbors etc.

Only Nintendo keeps this thing alive in a wider scheme.

I'm so happy Baldur's gate 3 does this. I have all the borderlands games and for some awful reason they don't have local split screen. Just why?

Wait they don't have it?

Borderlands is the only game I can play with my girlfriend, I have a PS4.

Oh I should have specified I meant on PC. It's especially frustrating when the console version has split screen and the PC version does not.

That is one of the biggest disadvantages of the PC IMHO...

I remember what a pain in the ass is to achieve split screen in the Left 4 Dead game... Is that annoying that I actually got the Xbox 360 version to play with my gf lol.

With games taking more and more drive space i would like to be able to choose if i want to download those 4k textures or this new map that i don't want to play

And also sound files for different languages. I'm only going to need one of them, there's no point in having to download it for like 7 different languages.

Oh! Yes! That's one thing that's been driving me nuts too. Games are getting larger and larger but there's no actual good reasons as to why. >.<

I think that's mainly because of laziness and because they get away with it. Why spend valuable time cleaning out unused stuff and compressing files when people will buy it anyway?

Like in Ark Survival. I bet every asset and texture is duplicated in every map, be it needed or not.

I have a friend who plays that and owns all DLCs, it's over 500gb total. That's way too much.

I like how in Breath of the Wild, when it tells you to a button like ‘A’ or ‘Y’ for example, it shows you where that button is relative to the others. This way, if you aren’t super familiar with the controller, you don’t need to take your eyes off the screen.

Games needs to take into consideration people who are not used to playing. Games telling you "Press L3/R3" are the worst especially, most new player don't even know that the sticks can click!

Hmm. I don't know.

I agree that it's a valid insight that a lot of basic input things are not explained and that it's not obvious to a first time user.

But on the other hand, I think that the vast majority of players have, at this point, learned.

I remember way back when the personal computer was getting going, the first (or maybe second) Macintosh came out with an audio tape that one could play in conjunction with an automated demo showing how to click on things and drag and so forth. What icons and menus were. Today, we just kind of assume that people know that, because they've picked them up on the way, so it's not like individual software packages have a tutorial telling someone what a window is and how to use it.

And I remember being at a library where there was some "computer training for senior citizens" thing going on near me, and some elderly lady was having trouble figuring out double-clicking and the instructor there said "don't worry, double-clicking is one of the hardest things". I mentally kind of rolled my eyeballs, but then I thought about that. I mean, I'd been double-clicking for years, and I bet that the first time I started out, I probably dicked it up too.

But I don't know if the way to do that is to have every game incorporate a tutorial on the console's hardware doing things like teaching players that the console sticks are clickable. Like, maybe the real answer is that the console should have a short tutorial. Most consoles these days seem to have an intrinsic concept of user accounts. When creating one, maybe run through the hardware tutorial.

Nintendo is very good about this in all their games. I think it's primarily because on the Switch, if you are using an individual JoyCon, the actual button names are not consistent, so you have to rely on the position of the button to convey which one you want players to press. I don't think you can control BOTW or TOTK with an individual JoyCon, but I imagine they have those assets just ready to go.

  • Make the story automatically skippable. Every time. Many games explain the mission/objective in a short sentence or in the minimap anyway. Don't make me watch a long cutscene or press/hold a button to skip the dialog. I'm never going to care.
  • Always have a tutorial or practice area to remind me how to play the game after I put it down for a month or so. Bad enough that the controller map is hidden in the menus (if there even is one). It don't help much to just say what all 16 +/- buttons do, depending on what mode I'm in. I have to actually use them to get back into the swing of things, and I'd rather not jump right into the action (and potentially lose progress) right away.

As someone who is a little bit more interested in the story, I would love it if games had better story recaps for when you put the game down for extended periods of time too. If it's a game with player choice track the major choices the player makes as well. I restart games so much because I like to jump around between games and then when I get back to some I can't remember enough about what was happening to have any investment in the story anymore.

In the complete opposite direction, "I just want to enjoy the story" mode, which simplifies or removes more mechnically difficult sections of the game. A few games have this and it's great. I appreciated it in Danganrompa.

System Shock had that. Enemies never attacked first and they all died in one hit.

default game master volume starting at 50%

Then people would report it as a bug that the game is too quiet

Pasting my comment from elsewhere in these comments here: The first time I run a game, before anything else, before a developer logo, a splash screen, ANYTHING: I want a screen with volume sliders. This setting needs to be saved upon completion and then ask if you want to see this screen on every launch, or just this one.

I know I am not alone. I am tired of having my eardrums blasted to hell every time I launch a newly installed game. Some games even go back to eardrum-destruction every launch until it loads the user settings.

This shit needs to be standardized. A lot of us wear headphones and are on voice chat or listening to music or whatever when we launch a game, and the deafening EA logo or whatever it may be is NOT welcome.

Here's a really small and easy to fix pet peeve of mine: graphics options that cycle through the levels of fidelity with inconsistent scales. I like to set my graphics to max, try it out, and then adjust down where needed. It's very annoying if a game doesn't stop where the max option is, so if it's currently at "High" I have no idea if the next option to the right is going to be "Very High" or "Low" again. So I often end up overshooting the highest setting and having to go back one, or purposefully going to the lowest setting and then one further.

Yup. Ideally there should always some kind of indicator, like a bar, that lets you easily see how many steps there are and which one is selected.

Also: If there are graphics presets available, if there's one that's called "highest" or "max" then that should actually crank everything to the highest possible setting.

that should actually crank everything to the highest possible setting.

While I can understand where you're coming from, one thing I wonder about -- I think that a lot of people want to use the max setting and expect it to work. It's not unreasonable for a developer to choose ranges such that a max setting doesn't run reasonably on any current hardware, as doing that may provide for scalability on future hardware. Like, it's easy for me to make a game that can scale up to future hardware -- e.g. try to keep more textures loaded in VRAM than exists on any hardware today, or have shadow resolutions that simply cannot be computed by existing hardware in a reasonable amount of time. But maybe in five years, the hardware can handle it.

If a game developer has the highest-quality across-the-board quality setting not work on any existing system, then I think that you're going to wind up with people who buy a fancy PC, choose the "max" setting, and then complain "this game isn't optimized, as I bought expensive hardware and it runs poorly on Ultra/Max/whatever mode".

But if the game developer doesn't let the settings go higher, then they're hamstringing people who might be using the software five or ten years down the line.

I think that one might need a "maximum reasonable on existing hardware" setting or something like that.

I've occasionally seen "Insane" with a recommendation that effectively means something like that, "this doesn't run on any existing hardware well, but down the line, it might". But I suspect that there are people who are still going to choose that setting and be unhappy if it doesn't perform well.

Maybe they should come up with better names because people aren't going to get better about this. Instead of high graphics, call it "16vram mode" or something.

No Denuvo
DRM-free versions (fuck every AAA client, give me the setup files and piss off)
Linux-friendly anti-cheat
If your game has an online component, release the server files so the community can self-host!

Basically, anything that preserves a game well beyond its prime.

Linux-friendly anti-cheat

Anti-cheat systems in general tend to be fragile to changes in the game environment.

Honestly, I used to want that, and I'll believe that game devs could do better than they do today, but honestly, I think that the problem is, end of the day, fundamentally not a technically-solvable one. The only way you're going to reasonably-reliably do anti-cheat stuff is going to be to have a trusted system, where the player can't do anything to their system.

I'd say that it's one of the stronger arguments for consoles in general versus PC gaming. On a console, the playing field is pretty much level. Everyone has the same software running on their system, the same number of frames on their screen. Maybe there might be limited differences to the controller or better latency to a server, but that's it. It's hard to modify the system to get that edge. A console is pretty close to the ideal system for competitive multiplayer stuff. On a PC, in a (real-time) competitive multiplayer game, someone is always going to have some level of an edge. Like, the ability to get higher resolution or more frames per second, the ability of games to scale up to use better hardware, is fundamentally something of a pay-to-win baked into the system.

There will always be a place for competitive multiplayer games, but I honestly think that a better route forward for many games is to improve game AI from where it is today and then use computer opponents more heavily. While humans make for a very smart enemy "AI" in a lot of ways, and using them may be a technically-easier problem than doing comparable enemy AI, there are also all kinds of baggage that fundamentally come with competitive multiplayer play:

  • Limited lifespan for the game. At some point, nobody (or not many) people will be playing the game any more, even if it doesn't depend on the game publisher to operate online servers. At that point, the game will head into the dustbin of history -- it'll be hard to meet the threshold to get enough people together at any one time to play a game. Multiplayer games are mortal, and single-player games are immortal.

  • You can't pause. Or, well, you can, but then that doesn't scale up to many players and can create its own set of problems. A lot of people need to change an infant's diaper or get the door or take a call. They can play against computers, but they can't (reasonably) play against other players.

  • Cheating.

  • Griefing.

  • Sometimes optimal human strategy isn't...all that much fun to actually play against. Like, I remember playing the original Team Fortress, and that a strategy was to have classes that could set up static defenses (pipe bombs, lasers, turrets, etc) set them up right atop spawn points. That may well be a good strategy in the game, but it's also not a lot of fun for the other players.

  • Immersion. Doesn't matter for all games, but for some it does. I don't expect humans to role-play, to stay in character, because I know that it's work and i don't want to hassle with it myself. But, end of the day, playing against xxPussySlayer69xx is kind of immersion-breaking.

  • Latency is always going to be an issue. You can mitigate it a bit with prediction and engine improvements or more telecom infrastructure, but the laws of physics still place constraints on the speed of light. There are ways you can minimize it -- LAN parties, if you can get enough people. Regional servers, though that guy who lives in Hawaii is always gonna just have a hard time of it. But it's always going to be there; you're never going to truly have a level playing field.

  • The game is intrinsically mandatory-online. If you have a spotty or no connection, the game doesn't work.

Another issue is the advance of technology. If it isn't there now, I can imagine a generic AI engine, something like Havok is for physics, becoming widespread. And as that improves, one can get more-and-more compelling AI. Plus, hardware is getting better. But humans are, well, human. Humanity isn't getting better at being a game opponent over the years. So my long-run bet is gonna be on game AI tending to edge in on humans as an opponent for human players.

Okay so I fully agree on the use of better AI in games as competitors. The AI in games, though sometimes complex, is lacking in a lot of major games and the difficulty setting just basically amps up their damage and health instead of causing them to outplay you.

I think there are two solutions to better competitive games that reduces cheating and they’re already somewhat at work.

The first solution is implementing AI to detect cheating which has been done but very limited in scope. This will require more data collection for the user, but I fully support that if you’re being competitive and not playing casually. Why? Because in person sports also collect plenty of data on you, often even more invasive, to make sure you aren’t cheating. This can be done in collaboration with Microsoft actually because they have the ability to lock down their OS in certain ways while playing competitive games. They just haven’t bothered because no one asks. Same with Linux potentially if someone wanted to make that.

The second important improvement is to raise the stakes for someone who plays any sort of Esport game. I’m reminded of Valve requiring a phone number for CSGO because it’s easy to validate but raises the difficulty and price of cheating and bans. Having a higher price for competitive games is also entirely possible and also raises the stakes to cheat. The less accounts cheaters can buy, the better. Should it ask for a social security card? No. But I think that system bans based on hardware and IP are also important. You can also improve the value/time put into each account to make it more trustworthy. If a person plays CS for thousands of hours, make their account worth something.

And a minor third improvement would be: match people with more matches/xp/hours with other people of similar dedication at similar skill levels. That means cheaters will decrease the more you play and a cheater would have to play for far longer with cheats undetected to get to that point.

There’s plenty that can be done, companies are just doing almost nothing about the problem because cheaters make them money.

. The only way you’re going to reasonably-reliably do anti-cheat stuff is going to be to have a trusted system, where the player can’t do anything to their system.

Even then there are possible options. (hdmi splitter etc)

Make 4K textures a separate download, via a free DLC. That way if people only ever play in 1080p, they don't need to waste disk space on files that will never get used.

Texture resolution isnt the same as screen space resolution, textures have to be wrapped around what might be complex, high surface area models. And dont forget how close you can get to things, where just a fraction of a whole model is filling your whole screen.

The option would still be nice but 4k textures do have an effect even on lower resolution screens.

You are totally correct, but I feel like pointing out that a surprising number of games use the 4k texture nomenclature in a totally illogical way; they label it 4k because it's meant to look good on a 4k screen, not because the texture itself is at that resolution (or any loosely related resolution).

Which is itself really annoying. But I guess less savvy crowd might not actually understand what 'real' 4k textures even refer to?

They also aren't measuring the same thing, even aside from the factors you mentioned.

A 4k screen is 4k on the long dimension.A 4k texture is a square that's 4k in both dimensions.

Also, the 4k texture is typically lossily-compressed, so in practice, you're getting less data than the resolution might suggest.

I don't think making it the default is realistic.

But steam offers games to offer custom branches for users to select. It would not be particularly difficult for publishers to provide one (or more) lower resolution asset branch for users to select. I really wish Steam had taken advantage of publishers wanting to support Steam deck to nudge them into doing this.

Unless it's an online multiplayer game, let me pause whenever! Playing Starfield now and it's so annoying that you can't pause during dialogue or ship fight by hitting ESC.

You can't?! I thought this was already a standard thing

Some of the dialogue is sort of a cut scene. Pressing escape skips the current statement. This is good for when you've already heard it, but bad for pausing in the middle.

It seems really stupid that trying to pause will just skip the cutscene and there's probably no way to watch it again, or is there? They could have just used a different button like the spacebar.

  • Dual subtitles, aka polyglot mode. Doubt that it'd ever happen, probably I'm the only one who wants it. Sometimes I'd just merge 2 subtitles with python script and upload it to my Plex.

  • Fast forward and save states especially for classic remaster. Some have this, some don't

  • Bigger subtitle fonts

I don't think I count as a polyglot (Native English, Spanish proficient, learning Japanese and German) but what is that even useful for? I feel like it'd be really confusing to have two subtitles for the same dialogue.

I just watch, in whatever language I want to practice.

I think the term came from polyglot books, i.e. books that are written in 2 languages on each side.

Often times for me, the spoken foreign language can be quite fast or filled with colloquials, so I prefer to have subtitles in that language, and also English subtitles. Or in some cases, such as for Japanese voiced games, I'd prefer to have a Japanese subtitles to help me recognize the Kanjis, and additional English subs for translation.

I tried this method on Plex, uploaded dual subtitles for some movies, and it helped me a lot in acquiring new vocabularies. I think Netflix allows users to do the same thing too.

I could see it being a lot more useful for Japanese or other no Latin alphabet languages. Especially for the kanji. I'm too early in Japanese to watch content.

Conversation logs (for the games where they make sense). I loved having this available in Dragon Age: Origins and it helped me remember my rationale for doing specific things. Also was just fun to read back through.

For any RPG (especially one with multiple characters):

Highly flexible keyboard controls to manage inventory.

I want text-editor levels of search, move, drop, swap, open, and close. Give me regexes, custom filters, and macros. Give me unlimited tags for items, and simple interfaces to manage them (eg: sell all that have a tag, move all items tagged with a characters's name to their equipment slots).

It doesn't need emacs keybindings, but that would be a big plus.

Fully (or at least more) customisable controller settings. It's not difficult. Let me bind what controls I want to what button I want. And adjust the stick dead zone, god damn. Why are you giving me pre set control schemes when we've had fully customizable controls figured out for decades? Fuck you game

You should look into Steam Input (if you have a Steam Deck, you may have already messed with it), but it allows a mind-blowing amount of control customization for any game you're launching through Steam. Most games will also have community presets you can easily use.

Inverting view or turning on gyro controls is trivial. It goes shockingly deep. You can create radial menus if you want, it's wild.

Yes! To add to this, please let me invert the analog stick camera controls. Both axis! My biggest pet peeve is when a game let's you invert the Y axis, but not the X... Why? You were so close dammit how much effort is adding the other really?

I can understand inverting the Y axis, because aircraft use the opposite of what FPSes typically do -- push forward to pitch the plane's nose down.

But why do you want the X axis to be reversed? I can't think of any system out there that operates with an inverted X axis.

thinks for a while

I guess maybe the tiller on a boat.

It makes sense for me in third person games. Imagine a stick stuck in the protagonist head from behind. You are the camera behind the character, imagine you grabbing the stick and rotating the head with that. You have to pull the stick down for the character to look up, and push it upwards to look down. By the same logic, you have to move it left for the character to look right, and vice versa. The stick is the analog stick on the gamepad.

Once you get used to this control scheme, it's quite hard to re-learn non-inverted controls.

Explanation image I found: https://content.spiceworksstatic.com/service.community/p/post_images/0000412854/5fca4fbc/attached_image/yvgNiFE.jpg

It's more for the camera control rather than the character control

Proper benchmarking tools in the main menu. Even better if there's a demo for this.

Call me a madman but I'd love to see the feature of games that work on launch day without a patch.

Resizable UI/text everywhere. Not every gamer plays at a desk.

I have cognitive impairments and it does my head in that it's still hit or miss whether games have rewindable text and voiceovers. Definitely my favourite thing in a game is eing ale to open a dialogue log and even replay voiced lines. Should be in every game, it's such a small accessibility thing.

Don't do unskippable cutscenes. Even if you're using them to cover up for a loading screen or something, at least give me the option to not watch them. Let me tap a button to skip the scene.

And always have a way to pause cutscenes.

Same comment I did to parent comment:

"I thought modern games didn't do this anymore"

I don't know if it is a console feature or what, but I can "pause" some cutscenes with my PS4 for all the games I tried, and it worked with many games too on my PS3... It annoyed me when it didn't though.

Cut scenes should have the standard playback controls: Pause, stop, next/previous part, subtitles. They should also be available for later replay.

They should also be available for later replay.

Hmm. That works for games with static cutscenes. But some games don't have fixed cutscenes. Like, okay, take Starfield. A bunch of your actions can affect what people say in a given cutscene. So what you'll see in a given cutscene may change.

If you can store player decisions long enough to assemble a cut scene once, you can store them long enough do it again. The decision tree is already there. It's not difficult or expensive.

Hmm. I guess that'd work if you have a per-save-game list of cinematics. I was thinking of this more in the sense of games that have cinematics that are unlocked and accessible from the main menu.

Never thought about this but this would help a lot. If you stop paying attention for a short time or something happens, like your drink falling over, where you have to take your attention away, you'll miss part of the cutscene and rewinding or watching it again would allow you to just watch what you missed again.

Yes, exactly. Or if a loud noise outside keeps you from hearing something important. Or if the voice actor mumbles. Or any number of other things that happen in real life.

Or if a loud noise outside keeps you from hearing something important.

At one point in my life, during the pre-Tivo era, I lived directly beneath the approach route for an airport. It wasn't the highest-traffic airport out there, and you learn to just tune the airplanes out for most things -- but the one thing that there wasn't a great workaround for was the occasional snippet of television shows getting drowned out when they decided to have a critical bit of plot right when the 8:00 PM flight was coming in.

Modern video games with voice-acting do tend to mitigate this by having subtitles and turning them on by default, though. And video games usually do let you roll back to an earlier save, maybe lose a few minutes of play, but if you want badly enough to hear the thing, you can. So it's not quite as bad as the television show, where missing the critical bit of a plot could be really irritating.

I thought modern games didn't do this anymore.

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.

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.

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.

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.

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.

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.

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.

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.

@Plume Oh yeah and this: Start the game in a neutral area or room where you can test the controls and sound are working properly and ensure the performance is right BEFORE the intro cutscene plays.

A number of PC games -- where the hardware's performance capabilities are going to change from player to player -- have a "benchmark" option accessible, usually in the video settings, that does a "fly-through" of some relatively-intensive levels, and then gives FPS statistics (I think usually an average count, though come to think of it, a 95% number would be nice too). Thinking of a recent example, Cyberpunk 2077 does this. The earliest game that I recall that had some similar feature was Quake, with the timedemo command, though that wasn't accessible outside of the console.

That doesn't deal with testing controls, but it does deal with performance (and can hit a number of the engine's features), so it does part of what you want.

A benchmark for tweaking graphics settings is also something I think every game should have. Just let me run a benchmark and tweak the settings before starting the game.

Maybe not everywhere, because then it wouldn't be nearly as special, but I absolutely adored the "asynchronous multiplayer" aspects of Death Stranding.

Viewing the "strand contracts" tab and looking at how many other actual humans used and "liked" the infrastructure you created, or helped to create. Creating contracts with players who seem to appreciate your work, so that you see more of their structures, and they see more of yours. Only a couple examples. Trying to find the most optimal place for a bridge, or watchtower so that other players will appreciate it and give you "likes." That nice feeling of warmth you get when you finish building a road that others had started...

Just the whole freaking thing fits so well into the "we're all in this together, even if we're (forcibly) isolated" message the game is conveying. Working together with real people that you will never directly see or speak to, in order to make an incredibly arduous journey a bit easier for all. Amazing.

At least I think that was one of the messages, Kojima can be cryptic at times lol.

Again, I wouldn't want it to become the next "climb the tower to reveal part of the map" mechanic, and get ruined. You can't just shoe-horn it in, it has to make sense in context.

I'd rather not have loading screens at all, but if you need them, I'd kind of like a progress bar, rather then just watching some animated doohicky telling me that hopefully the game hasn't frozen.

I would imagine that it's probably possible to, if the game emits checkpoints ("loading terrain", "loading textures"), etc, to record the timestamps for each of those and then, when it emits the same checkpoints next time through, to be able to estimate how far it is through the process.

Estimating loading progress is one of the most hilariously difficult problems to solve in coding video games, to this day, unfortunately.

I provided one technical approach above.

It's always more complicated than that. Perhaps each load is very distinct from the last, which wouldn't be uncommon in open world games, and it means you're always doing that load "the first time"; perhaps it's dependent on something like a random seed or network connectivity, which are both extremely variable; perhaps you add new content or DLC regularly that throws off this calculation. All that for a return on development time invested that's probably not worth the effort. It is worth it to show progress to confirm that the system hasn't locked up, and consoles often have certain thresholds to meet for this sort of thing in certification, but beyond that, it's just an extremely difficult thing to do, even for Microsoft.

and it means you’re always doing that load “the first time”

So keep the checkpoint list for each world.

perhaps you add new content or DLC regularly that throws off this calculation

If it uses the last checkpoint times, then it should adapt to that.

All that for a return on development time invested that’s probably not worth the effort. It is worth it to show progress to confirm that the system hasn’t locked up

I think that we're going to have to disagree. I would like to have a progress bar.

A lot of games don't even have checkpoints, and there are a lot of things that could affect load times very differently. I get that you want this to work well, because we all do, but if it was as easy as your high-level explanation, we'd probably have perfect progress bars in things by now. People far more educated than you or I have tried.

A lot of games don’t even have checkpoints

The checkpoint I've described has nothing to do with "game checkpoints", where the game saves. This is going to be a checkpoint in the loading process.

People far more educated than you or I have tried.

Let's pretend for a moment that you aren't just making an unfounded assertion. Give me a list of names.

I have coded a load screen progress bar before, in the one commercially-released game I worked on (I will not be disclosing), using my own defined checkpoints, like you mentioned. There's still a ton of variability even there, so some percentages seem to take longer than others on different computers. I did research before starting on the task and found the same thing echoed over all the place. Here's an example.

Which is why my above suggestion is adaptive to individual computers.

I got exasperated when I ripped out a "fake" progress bar in a commercial product -- not a game -- that another dev had previously added that I was working on and put in a real one. I don't agree that this is some insumountable problem.

quick, how fast can you load 1GiB of data?

on an ssd, on an hdd

as one big file or as 1000 tiny files (defragmented and packed vs all over the place, for hdds)

on a freshly booted up system? Loading for a 2nd time on a pc with a fuckton of ram, so all data is still in the fs cache.

Someone who actually loads all data into a memdisk?

It's just not possible to accurately predict. There are way too many factors.

Stopping rendering / game logic / music if you alt tab. And resource management overall. It grinds my gears when games use resources even when there's nothing happening. (Civ6 for instance constantly uses absurd amounts of cpu just for idling in game and doesn't use any more when calculating so turns.)

The question of pause-a-game-when-not-focused is a big question for me. I don't know if there's a perfect answer, though I'd at least like a toggle.

I run a Linux environment, with multiple workspaces. I can switch between workspaces by whacking a key combination. So I really, really frequently am swapping between them, even when playing games.

I totally understand how some people might want a game to auto-pause when they switch away from it. I remember once seeing a video recording of some guy who was handling support calls. He was playing video games in between calls, and every time a call came in, he would switch over to his support software and do work. Now, setting aside the question of whether his manager was okay with that, that's a very legitimate use case where you'd want a game to auto-pause on switch. Otherwise, you have to manually pause and then switch.

On the other hand, I often want to switch away when the game is doing something time-consuming. Starfield can take a while to do a rest, and I'll often be looking at something on another workspace while resting. I definitely don't want the game to pause then, else I just have to sit there staring at a screen with a progress bar moving. Same thing with turn-based games that have an AI phase, where the AI is computing something. If a game has any moments with downtime, I'd like to be able to run it in the background without it pausing. It's really annoying when a game developer tries to "helpfully" auto-pause the game, when I don't want that. I'd be fine with that as a default, but if there's no toggle, it's really irritating (Starfield does have a toggle, albeit one hidden in a config file and without a UI widget for it).

On idles, I agree. Especially for turn-based games like Civilization, it'd be nice to at least have the option to forego idle animations, which would be a big battery usage saver for laptops. The only thing it should need to do, even in the foreground, if you're not pushing buttons, is be playing music.

I don't know if you've ever seen Unciv, but it's a full open-source reimplementation of Civilization 5 for Android and desktop OSes, using simple graphics. It really does drive home how much graphical fluff there is in the series -- not that that's necessarily bad, but it really is not necessary to play the game. And for a lot of people, it'd be nice to have battery-friendly games.

there is no such thing as "idling" in a game, when viewed through the lens of software engineering. Even if you aren't giving the game any new inputs, the game is still doing the work of rendering the screen. Calculating a turn is actually only a small part of the process.

Calculating a turn is the most intensive part of the process. I don't expect it to use no cpu. But Civ6 has no right to use similar cpu power to stelarris running at max speed while just rendering grass. And considering that it continues to use that even if its paused and minimized, I think it's pretty clear that they just don't care about power consumption.

I generally want the opposite. If I alt tab while waiting for a long operation I want it to keep going while I'm tabbed out, and I especially want the music to continue so I don't forget I have the game running

I'd like to see leaning around corners for strategic shooters. I think rainbow six used to have this, I know the original system shock had it.

This is a thing thats (slowly) becoming mainstream I think. Rainbow 6 siege has it (or it did when I last played at least) and Battlebit Remastered has it. In Battlebit you can actually lean left / right all the time, no matter if youre against a corner or not. You can even do it in open fields

I've been playing a bunch of CRPGs the last couple of months (BG3, BG1 Enhanced, Pillars 1, Divinity 2, Pathfinder Kingmaker currently) and games like this need keywords highlighted in texts and tooltips. Some of the newer ones do this a bit already, but it's pretty inconsistent and not enough in my experience.

BG3 could use some lore popups, so you can learn more about the world, the gods, races, etc. Also, even some really basic mechanics could use it, if you just have very little experience. What does Save or Saving Throw mean exactly, which stat matters for specific spells, etc.

Pathfinder does the lore popups already and some stats get an explanation, but not nearly enough for me as a complete newcomer to the system.

I like the way Age of Wonders 4 does it: Keywords in tooltips are highlighted, and you can hover over them to get another tooltip with an explanation and more highlighted keywords to hover over. This means you can easily explore the basic mechanics right there in the tooltips.

  • LET ME TURN OFF THE CLAUSTROPHOBIC VIGNETTE, PLEEEAAASSEEEE. Even games like Cyberpunk 2077 that have gained countless features over the years and have individual HUD on/off switches still ignore this.
  • UGC as a whole. I grew up on Half-Life mods, custom Counter-Strike: Source maps, and LittleBigPlanet. The fact that we've pretty much abandoned that outside of Halo, Counter-Strike (just barely, mind you), and more recently Fortnite with proper Unreal Engine support is a terrible thing. It makes more sense than ever in an era of live service where you want players to never stop playing.

What's a claustrophobic vignette?

Vignetting is the darkening in a circle pattern at the edge of a photograph/movie caused by the fact that the lens is round and the film/sensor are square.

My guess is that he's referring to games using a similar effect (some do it with blur, too) extremely heavily on a large portion of the edge of the screen to create a tunnel vision effect in some contexts. I couldn't name which games do it, but I've seen it on sprint, stamina depletion, and low health in different games.

I always thought that it was intended to either simulate an old television or to make a scene look scarier, but looking at the wiki page I've linked to, it looks like there are a number of stylistic uses.

The parent is just saying that he finds it to be claustrophobic.

https://en.wikipedia.org/wiki/Vignetting

It's a visual effect where the center of the screen is slightly-lighter than the edges.

I very often see an option to toggle them in video game graphic settings, so I expect that some people don't like it.

Ah thanks. I looked at vignette on Wikipedia; looks like "vignetting" is a separate entry 🤷.

I think companies are more hesitant about ugc these days because of all the extra moderation required.

For instance someone made a sexual assault simulator as a custom overwatch map, and it made headlines, which is extra harmful for a company that is trying to recover from all the SA accusations.

Give me a cheat menu or something after beating the game. Let me run around as God causing chaos and break the game. Easy extra hours.

And let us skip the damn hour long tutorial on replays, while you're at it!

I think this might be a thing in modern games, but I don't play enough new releases to be sure: Changing the accessibility settings before anything else in the game. The first time I encountered this was on The Division 2, a Ubisoft game of all things, and being able to tune my subtitles, visual cues, sound options, among others before even the Press Start to begin the game is an incredibly comfortable feeling.

A minor feature that is unfortunately underused is having an archive/library/compendium of characters, plot events and the like. The Yakuza series has entries for its major characters, which is a bliss in games that are essentially soap operas introducing new families and plot twists every with every new installment, and being able to catch up after a few days/weeks without playing is a relief.

It's a thing.. here and there. Far Cry 6 by default has voice reader accessibility feature turned on, which is nice. Say what you will about Ubisoft, they're good with accessibility stuff.

For survival/crafting/whatever games - let me adjust drop rates and toggle things on and off individually, rather than just choosing a difficulty.

What I mean by this is looking at something like Ark versus Subnautica. Ark gives a super fine grained level of customization around spawn rates and other settings. You don't even need to strictly enable or disable hunger but can set the decay rate, for example.

Custom difficulty mode in general. The Long Dark does exactly what you described. :)

I've stopped playing Subnautica because it's too grindy/stingy. Sometimes games get better about this further in, but I don't wanna have to play 10 hours of garbage to get to the good stuff. (side note, I use Skip First Hour mod in factorio for this. Love it.)

Bit of an older game, but Don't Starve was great at this. At the beginning of a game you could set and customize the entire world/map that you were going to be dropped into, including how little or lot of each and every resource individually (eg, you could have a lot of trees, but few rocks, some carrots, but no berries, etc). IIRC you could also pick the world size, how much the land branched out into 'islands', weather patterns, the day length, stuff like that. It's essentially creating your own difficulty.

I like how Sony PS5 lets me have subtitles on for all games. I think that's part of the accessibility features you were talking about.

Left handed mode. I didn't realise how much I liked it until no man's sky. It moves the body of the character to the right hand side of the screen. So you can see the character holding the items in the left hand.

Most games just mirror the item into the other hand and that's it.

My biggest one is robust modding support. I understand it's something that potentially needs a lot of extra effort to implement from the developers, but when I look at my collection of games that I love, almost all of them let me mod like crazy. Let me download 90 bugfixes and 40 QoL tweaks for a game from 2003.

One issue is that this can be a vector for malware. I kind of wish that game engines came standard with something like the Javascript engine in browsers, with some sort of sandbox for mods. I'm not saying that that'd solve everything -- the game code that the mods invoke probably isn't hardened -- but it'd be better then just having arbitrary modifications go in. Especially with mod systems that auto-download new versions -- even if the mod author is on the up-and-up, if someone compromises his account or computer, they've compromised all the computers using the mod.

EDIT: This isn't just a problem specific to mods, either. A lot of online software library systems that provide auto-updates (pip for Python, rvm for Ruby, etc) can be a vector into systems. Providing auto-updates where many, many people have rights to push updates to computers is convenient in terms of getting software working, but unless the resulting code is running sandboxed, it's creating an awful lot of vectors to attack someone's system. This isn't to impugn any one author -- the vast bulk of people writing mods and open-source software are upstanding people. But it only takes one bad egg or one author who themselves has their system compromised to compromise a lot of other systems, and in practice, if you're saying "subscribe to this mod", you're doing something that may have a lot of security implications for your system.

Consoles and phones already do a decent job of sandboxing games (well, as far as I know; I haven't been working on security for either of them, but from what I've seen of the systems, they at least aim to achieve that). So maybe someone can compromise an app, but there's a limited amount they can do aside from that. Maybe dump your name and location and such, but they can't get control of your other software. However, Linux, Windows, and MacOS don't have that kind of app sandboxing generally in place. I know that Linux has been working towards it -- that's one major reason for shifting to Wayland, among other things -- but it's definitely not there today.

For servers, I think that part of the way that sysadmins have been trying to deal with this is running containers or VMs on a per-service basis. Looking at !homelab@lemmy.ml, I see a lot of people talking about containers or VMs. But that's not really an option today for desktop users who want to run games in a sandbox; it's not set up automatically, and 3D card support spanning containers is not great today, or at least wasn't last time I looked at it. I can run Ren'Py games in a firejail today successfully on Linux, but that's not out-of-box behavior, Steam definitely doesn't have it in place by default, I have no idea whether it's possible for WINE (which is important for a lot of Windows games that run on Linux) and at least some if not all of the mechanisms firejail uses for graphics won't permit for access to the 3D hardware.

LAN, direct IP connections, private servers, and when it makes sense, same-screen multiplayer. Several of these used to be standard. Games as a service are creating a dark age in video game history where lots of these works will arbitrarily disappear, and they don't have to.

That reminds me:

If there is split screen on console...

...why the fuck do I need to mod it into the PC version?!

It's already there, leave it in! ;_;

Call of Duty games are terrible for this. You can't just play split screen Spec Ops or multiplayer anymore unless you play on a console or you emulate it.

There's actually legitimately at least some functionality required there that exists on the console there that doesn't on the PC. The consoles already have a console-level concept of a player-to-controller mapping. That doesn't exist on the PC, so the individual game would need to implement it -- it's not entirely free.

A common approach on the PC to handling controllers is to assume that there is one player and that whichever controller is receiving input last is the controller to use. This deals nicely with the case where there are multiple specialized controllers used for different software packages, like "the user has a steering wheel, a flightstick, an XBox controller, a Playstation controller, and a Switch controller plugged in" case. Problem is, then you can't go just assume that Controller 1 is the Player 1 controller, and Controller 2 is the Player 2 controller. That case doesn't come up on consoles, because they constrain the controller situation so that you can't do that, so the problem doesn't arise on consoles.

I'm still waiting for split-screen coop on the PC version of the Master Chief Collection. Something they managed to achieve easily enough when Halo CE launched on PC 22 years ago still eludes developers today...

Having played Halo CE for PC recently...no, it doesn't have split screen at all. That was only on the Xbox version (which is technically superior in quite a few ways). The only way to have split screen on Halo CE on PC is via console commands/mods. That said, I do agree with your overall point and I would love to be able to do split screen MCC on my PC without mods.

I suppose that if you were hellbent on specifically setting this up, you could maybe do multiple VMs split onscreen, though last I looked, the situation for sharing 3d hardware across multiple VMs wasn't great, and I am sure that it would be horribly inefficient, since each VM would be storing a duplicate copy of textures in VRAM. I have no idea how the PC version of Halo CE deals with weird aspect ratios.

It also wouldn't have some integration like switching to a single large screen for cutscenes or the menu. But if you were just specifically hellbent on creating a multiplayer, single-screen Halo experience on the PC, you might be able to pull it off like that.

Another approach, if the hardware cost is acceptable, would be to have a laptop per player and then stream the output video to some multiplexing hardware that puts multiple screens on one TV. That would buy you per-player audio, which I don't believe was possible on the original XBox release.

While I don't disagree, if part of the game runs on the server and the game publisher is the only one with the server, it makes the game hard to pirate, so they've a potent incentive to do this.

And I've got a potent incentive to not buy it when it's got a built-in expiration date. Baldur's Gate 3 and Cyberpunk 2077 are both available DRM-free and sold through millions of copies. BG3 has LAN, split-screen, and direct IP connections for its multiplayer, even.

Also much harder to build cheats

It's harder to cheat when the server is authoritative, but it really doesn't matter who holds that server.

If you have access to the server code you can reverse engineer it to look for vulnerability, and you can test it without having to worry about anticheat catching you.

Security through obscurity isn't real security, and I'd argue that for some genres, especially FPSes, cheating is just going to be a fact of life due to how many software and hardware layers there are between human and game. So I'd rather be able to run my own server and only invite people who I know aren't going to cheat rather than say that the company should be able to sell me a worse version of the game (where I don't get to run the server) under some false pretenses that we're better off.

Transmog

Also being able to adjust subtitles size is nice

This really should be the default in all RPGs. It's so annoying Starfield doesn't offer that.

Subtitles forced as on.

Or at the very least, the option to choose subtitles right away at the very start of the game.

I fucking hate when games have intro scenes or full chapters where you can't pause or bring up the menu and you cannot turn on subtitles and I just don't play games without subtitles (when the game has dialogue).

Just letting people pause cutscenes to access the menus would be a huge start.

I don't like when games just throw you into the action without giving you the chance to tweak settings before (or even until completing the tutorial) in the first place. Like, why?

I love a game with a good large settings menu that lets me change as much as possible. If you don't lock me out of changing all the keybindings then you're already ahead of the game. I hate when a game has a really badly implemented feature and no way to change it or disable it.

The option to hide helmets. I like to spend a lot of time making my character, I don't want to hide it under some doofy looking helmet.

Maybe go one step further and let us hide any and all pieces of armor.

The ability to wear a cosmetic armor over your actual armor in RPGs and the like is on my wish list as well. Terraria does it quite well. :)

The ability to turn off various typical live service features. Hiding the store and annoying announcements would be awesome.

The fact that you can't is a feature... just not for you.

I mean, if a game publisher wants to try to offset the game price via adding advertisements or to try to market the game via your social network or whatever, fine. I'm not going to try to tell game publishers how to do their business.

However, as a game consumer, I'd like to be informed before I buy a game whether game publishers are doing this in a game before I purchase it, so that I have the opportunity to opt out of buying it. Personally, I'd rather that they at least offer a "premium" version without stuff like this; the mobile video game industry often does an "adware and a premium no-ads" model.

Steam defaults to notifying people on your friends list what games you are playing, though they let you turn it off. I doubt that any user wants that on, all else held equal, other than the specific case of multiplayer games where users play multiplayer games with their friends. It might help a game publisher market their game to other users, but I'd rather just pay whatever extra it takes to make up the difference. I'm not going to say that it's worth it to every user to pay a little more to maintain game immersion, but it is to me.

I want decent AA back gdi

Ray tracing isn't worth how horrible TAA can make some games look, imo. We're getting close, but it's been years of this and I'm so tired of choosing between ghosting and jaggies. Or worse, some games that just force the ghosting TAA onto you anyway (cyberpunk you fuck)

I agree with you on the TAA part but what does that have to do with ray tracing?

RT being a thing + deferred rendering for larger and more complex scenes pcaused rendering engines to change in ways that make AA work less good

Things like MSAA are now basically worthless due to these rendering changes, leading to TAA proliferation as it's the best AA for it's cost in modern engines

MSAA is pretty old at this point and the reason it doesn't work well anymore is also because there's now a lot of details in games that doesn't require more geometry and that's a good thing. That's why we now have AA that doesn't rely on the actual geometry. TAA isn't the only one though, my favorite is SMAA and FXAA is honestly not bad either (even though it seems to depend a lot on the implementation). Both of these don't have ghosting and they detect edges that aren't actual geometry.

Yeah, I'm aware MSAA is old but I'm comparing current AA to that because it was an output that matches what I want from games now in looks, if that makes sense

Those games that allow SMAA or FXAA I will 100% use one of those options, even if the implementation is hot dogshit (I seriously hate ghosting), but so many games either force TAA (again, fucking cyberpunk) or only offer TAA or nothing (or TAA and upscaling, which works but isn't a great solution, imo)

I wish I didn't notice this shit, my wife thinks I'm insane for being bothered by them and I'm so jealous of her for it

I 100% agree with this. Worst example was Subnautica, I thought motion blur was turned on but it was just TAA.

I always appreciate when the game allows you to choose how far the camera is from your character, and when they let you pick if you want to play first of third person.

Less a design choice and more a technical feat, but I'm hoping that we start to see the phase-out of loading screens and more of a push toward seamless gameplay. I was watching a video from the newest Spiderman and it was pretty damn cool. Practical for all games? Maybe not for a while. But I certaintly would like to see more investment in leveraging improvements in disk and memory capabilities going forward.

Most loading screens are just more of a nuisance than anything, but if they don't remove them, maybe they could get creative in how they work/look?

The main series Danganronpa games did loading screens in a very creative way that made them feel special. The room and all the things inside would start popping up and build the room as it loaded in. More loading screens like that would be lovely if they aren't able to remove them.

I would guess that loading screens will never fully go away. Especially on consoles, where everyone has a fixed set of hardware resources, and the developer knows what that is and is aiming at optimizing for that target, being able to fully remove one area from memory before loading the next gives you potentially twice as much memory to work with. That's a big-enough gain that game developers are not going to want to give that up, since the alternative is being able to only have half (or less, if multiple areas are near each other) the complexity for their areas. If hardware gets more memory, at least some developers are going to want to increase the complexity of the environments they have rather than eliminating load screens. Otherwise, their scenes are going to look significantly-worse than their competitors who have loading screens.

There may be specific games that eliminate loading screens, at least other than the initial startup of the game. Loading screens might be shorter, or might just consist of a brief fade. But I don't think that we'll ever reach the point that all developers decide that that tradeoff to fully-eliminate loading screens is one that they want to make.

The shift from optical media and rotational drives to SSDs has reduced the relative cost of loading an area. But it hasn't eliminated it.

I think that a necessary condition for loading screens going away is basically a shift to a memory architecture where only a single type of storage exists -- that is, you don't have fast-but-volatile primary storage and slow-but-nonvolatile secondary storage, but only a single form of non-volatile storage that is fast-enough to run from directly. We don't have that technology today. Even then, it might not kill loading screens, since you might want to have different representations (more-efficient but less-compact for the area surrounding the character, and less-efficient but more-compact for inactive areas).

See, I figured consoles might actually be more likely to cross that finish line first. My logic is that the controlled platforms would give developers a) potential access to a more bare-metal style of storage medium maybe not practical on PC, and b) a consistent performance target (no needing to account for people using those pesky hard drives!)

I feel like we're maybe already starting to see this with the PlayStation 5, but it probably also depends on how much work actually goes into optimization for these development teams.

I think the key here is integrating loading into the gameplay. The old Metroid trick of having the player traverse a basic hallway while the game loads the next area in the background is a good, if basic, example.

  • The option to skip puzzles and not get punished for it.
  • Independent difficulty options for things like exploration, combat, crafting, etc. Whatever the game has.

I love books, mail or notes. Honestly all those lovely small lore parts.

But I would like an option to have them read to me. I don’t need a fancy actor, it could be simple as text to speak.

But I struggle to keep concentration on a paper. Instead I would love to hear it read to me while I go back to my looting.

Now that machine learning is getting really good at generating good sounding speech, this could become a thing. Paying someone to record every line of these small lore things would be too expensive for the small use it has, so I think that would be the only option.

@Plume The Witness has no menu and no savegames. When you boot it up, you're instantly exactly where you left off.

This doesn't work for all games, but I wish more games would do it like that.

All the From Software RPGs since Demon's Souls work like that too. (Not the lack of menu, but the lack of an interactive save system because it's just constantly autosaving).

It's incredibly convenient to always be able to quit the game at any time and know you'll be in the exact place and position you were when you start up again. And it has the added benefit of preventing players from save scumming.

That could also work with savegames, in that you can have saves, but make the default on startup be to restore where one was in the last game. Many games provide a "continue" option at the top of the main menu, I think reflecting the fact that that's what a player wants to do 99% of the time.

Two caveats:

  • If it's an action game and there's loading involved, it'd be nice to know when the load is done, since you may immediately have to be reacting to something in-game. I'd rather have it attempt to load the game and then go into a "pause" mode, maybe with some overlay or something indicating the current game state (like to remind you what level or wherever you are).

  • It's possible -- because we live in an imperfect world with imperfect software -- for save games to get into a broken state, and if so, you don't want to make it impossible to reach the main menu if trying to load the last save game is crashing the thing. Maybe make the game detect that the last load failed, akin to web browsers, and then head to a menu in that case.

Any kind of pause or completion of loading should have a brief moment where you can see the action and get your bearings before it hands control to you. Like how Forza or Euro/American Truck Sim handle loading saves, its paused for a second or so with the player getting full view of the screen then continues so you have a moment to figure out what you need to do

This was going to be my point, the "quick save and quit" option, regardless of how the "normal" save system works. It's fine if the game only wants you to create a save point you can reload from at certain locations, but a quick save that disappears when you reload it means you can put down the game immediately when the real world comes a-knocking.

I 100% agree with accessibility features. This includes some of the newer considerations.

  • no-strobe mode
  • normalized volume mode (makes it so sound doesn't spike up suddenly, sudden loud noises are not nice)
  • greater setting for subtitles, size, color, descriptive vs transcription. And keep ui elements out of the caption zones!
  • documentation written in simple language for ease of readability.
  • read back for all written content. Not just the first damn word of a text box. (Seriouly a lot of games do this now its this is just annoying!)

I once saw a thing where a DM (D&D) had an anonymous survey of common sensitive topics. He'd gage what his players where comfortable with prior to starting a campaign and adjust the story accordingly. Games just need this.

greater setting for subtitles, size, color, descriptive vs transcription. And keep ui elements out of the caption zones!

I can not tell you how many times I have missed key dialog because the Xbox achievement pane pops up over it for a full 5 seconds.

Starfield has also been atrocious about random NPC flavor text covering the main dialog, so I will miss full sentences in the middle of quests.

I've only seen that a couple times, but yeah, the fact that NPCs can be off doing their own thing -- the engine is a pretty open sandbox -- can mean that they're talking during a cutscene, and the way Starfield works, whichever character started talking first gets priority for the caption -- the other caption only comes up after the first one finishes.

I kind of wish that they'd just stack the captions onscreen.

no-strobe mode

If this is for epileptic users who can get seizures from strobing, I disagree. This is a safety feature. It should not be in the video game, where it may-or-may not be reliably implemented and the algorithm to avoid it may differ from game to game. This is something that the OS should implement across the whole system. Like, if the user having a seizure is a risk, then I don't want to trust that every game developer or movie maker or person embedding an animated GIF on a website is going to have a toggle and that it works. I want my OS telling my video card "give me average brightness frame to frame, and if average brightness is gyrating too much frame to frame, then put a clamp on that now".

For video game consoles, maybe it should be the TV that implements it, rather than the console.

It should even be possible to stick an intermediate hardware box between the display and the video-outputting device that detects and filters it, if one wants to use existing displays. Like, I get if someone wants to have detection and filtering, but has a large-screen display that they don't want to replace. If I had photosensitive epilepsy, I would definitely want to be sticking such a box on any large displays that I'm looking at in the dark.

To put it another way: if someone not having a seizure depends on 4chan users not posting animated GIFs with particular characteristics, then the system is already horribly broken.

I mean I just get headaches when games do it too much.

3D audio or HTRF or whatever the right term is. Being able to hear what direction a sound comes from makes the game sound so much better. It also kind of sounds clearer imo because you can actually discern the individual sounds and they don't get "mushed" together.

I've never heard any difference among the 3D audio settings. Even with Pulse headsets on PS5, which are allegedly designed for this sort of thing, all of the settings sound exactly the same.

I heard a big difference when I installed the 3D audio mod for Skyrim

As I travel a lot, I would love to see a true eco mode for my laptop. Something that would keep my fans quiet (2500rpm max).

Some games allow for FPS capping and lower settings, but it's not always the case. Sometimes tweaking the settings doesn't seem to make any difference to power consumption. Sometimes your only way to cap FPS is to rely on VSync, which doesn't make much when you play on 120Hz screen.

Metro Exodus is a good example of an almost impossible to tweak game.

I think it would be nice to have a dedicated travelling mode. It would effectively help people with lower specs and entice developers to produce a more efficient code, rather than pushing for costly gears.

As a developer myself I know very well it costs money. But if I had a wish to make I'll go for this one

Hmm. I think that a better way to do it is probably in the OS, rather than in-game, on a per-game basis.

Processors thermal-throttle today, and OSes can limit what modes they're allowed to shift into. And my guess is that usually, if someone wants to constrain performance, they want to do it systemwide, rather than for an individual game.

On the game developer end, if the player wants to play both in a performance-limited and not-performance-limited mode, I'd think that there are probably two ways to go about that:

  1. Permit for two different sets of saved video settings, where the player can flip between them. Honestly, I think that this is probably more tweaking than most players are going to do.

  2. Provide some kind of adaptive quality mechanism. Then, if the computer becomes "lower end", then the adaptive quality system just twiddles settings until the target framerate is maintained.

There's also a third point you make here, and that is that in a world with battery-powered devices, CPU/GPU usage actually matters. It's not zero-cost to just use whatever's available. I remember submitting an issue some time back for Caves of Qud, where the thing ran a busy loop when the window didn't have focus, even though the game was paused (which the dev fixed, kudos to them). I noticed it because the fans would spool up when the game was in the background. That's a game that, because it's turn-based, has the potential to use very little CPU time, even when the game is in the foreground.

I think that there's a fair argument that historically, most game developers, aside from maybe mobile or portable console guys, haven't needed to worry much about consuming resources if they were available.

Speaking as a player, though, I don't much care about power consumption if a system has wall power. But I care a lot about it if it's battery-powered.

For phones, I kind of wish that Google would consider providing a "battery usage" rating in the app store that provides some kind of approximate metric for how much CPU time the game uses while active -- if Google is going to send all kinds of telemetry from devices, might as well use that for something useful. Maybe permit the game developer to register multiple "modes" (high-power, low-power) and give a ranking for each. As things stand, though, there's no way for the potential customer to know power consumption, and this would help push that information out to the customer.

I think that a better way to do it is probably in the OS, rather than in-game, on a per-game basis

Low power mode on macOS gives that kind of feature. It works well because the computer never goes beyond a certain threshold of power. I guess it's a simple downclock of some sort, but the caveat is that it won't adapt to more demanding zones of the game.

Permit for two different sets of saved video settings, where the player can flip between them. Honestly, I think that this is probably more tweaking than most players are going to do.

I used to do exactly that with macros in World Of Warcraft. I had 3 different kind of setup for Efficiency, Balanced and Quality gaming. That game was the first that I know of to introduce built-in FPS capping during WOTLK extension, and 10 different settings mode plus the ability to make even more custom tweaks. My only wish is that every game developer to do the same.

Provide some kind of adaptive quality mechanism. Then, if the computer becomes “lower end”, then the adaptive quality system just twiddles settings until the target framerate is maintained.

Speaking of WoW, there is a target FPS setting that will make the game lower the compute demand, but it wouldn't help in my case since it's meant to use as much compute power as possible to reach an FPS goal. It could do the trick if it could be coupled to a Don't use more than 50% of the compute power, but I'm not sure a game can understand how much a computer has without reaching its limit first. Maybe some kind of benchmarking could help though.

Speaking as a player, though, I don’t much care about power consumption if a system has wall power.

Me neither. But I do enjoy a silent machine !

For phones, I kind of wish that Google would consider providing a “battery usage” rating in the app store that provides some kind of approximate metric for how much CPU time the game uses while active.

That would be very useful indeed! And another incentive for developers to write better code.

Thank you for your answer anyway!

Holding down MMB for callouts in online games. Apex and Risk of Rain 2 both do it and it's super useful.

I think you are in luck, most competitive shooters have it these days, I can't really think of a big one that doesn't, some are better than others though. Counterstrike, overwatch, warzone, fortnite, valorant, rainbow six all have them.

Destiny 2 doesn't have it, and I don't think BattleBit has it. I don't really play battle royales anymore. I'm glad it's becoming more widely used.

I want to be able to adjust the volume of the rain apart from everything else. Yes, I know a lot of games have an “ambient sounds” slider, but it usually includes other sounds too like Thunder, wind, animal sounds, and other stuff. I just want to make the rain louder. Rain is almost always too quiet in games, and it’s a tragedy.

FOV slider and option to disable head bob if present. Games with a too narrow FOV and/or head bob are unplayable for tons of people who suffer from motion sickness, and it's such a shame to have so many good games ruined by it.

A couple of points on FOV:

  • High FOV gives you more peripheral vision, which -- if you can get used to extremely-high FOVs -- is a major advantage in competitive multiplayer FPSes. I know that users used to play with very high FOVs on Quake and the like; I don't know if that's a thing today. That's an argument for constraining FOV in competitive multiplayer environments. Marathon used to incorporate this into the game, have a fisheye powerup that temporarily provided better peripheral vision. So if you want a level playing field for competitive multiplayer games, you cannot let it be changed by players. If you want a level playing field, the only thing you can do is adjust where their head is relative to the display, help them calibrate their head placement.

  • Even for single-player FPSes, it has some degree of impact on difficulty. Having a high FOV will generally make a game easier, since having more peripheral vision is advantageous.

  • Games virtually always use a higher FOV than would be accurate for the real world, based on the distance from the eye to display and the size of the display. In the real world, your monitor or TV screen -- if at a sane distance from you -- provides a very limited field of vision. Trying to play an FPS through a tiny window into the world like that would be a huge disadvantage. They just try to jack it up to a level where it won't actually make people sick.

  • The "optimal" FOV will differ on a per-player basis (some people can handle higher FOV without being sick). What would be a physically-accurate FOV also depends on the size of the display and how far away from the display the player is sitting, which the developer does not know and varies on a per-player basis (unless the player is wearing a VR headset).

  • For consoles, I'd argue that this should probably be implemented at a console-wide level, maybe on a per-user basis, since what a user can handle and where their head is relative to the display should be constant across games. Doesn't make sense to require a player to set it manually on a per-game basis, since they're just going to have to be setting the same number.

This is less of an issue in multiplayer games, as they rarely have very narrow FOVs by default. The worst offenders are often console ports and slower first-person games.
FWIW while it's a competitive advantage with high FOV, if there is a slider, it's still fair since everybody can use a higher FOV if they want to.
It's not all advantage though, aiming gets harder (aside from the distortions).

I don't see why it matters at all in single-player. So what if it makes the game easier? Who cares?
The fact that I don't have to stop due to almost vomiting also makes it easier in a way, but I really don't mind.

The fact that the optimal FOV differs on a per-player basis is of course exactly why I want a FOV slider everywhere. I usually prefer about 105 degrees horizontal (in 16:9), while some modern games default in the range 75-85.

Probably difficult for technical reasons, but it would be cool if I could rewind the game arbitrarily in games where you can quicksave/load. Like I can save and try the thing and reload if I don't like the results, but it'd be neat if I could just rewind.

Rewinding is technically possible, and there are games that incorporate rewinding into the game, like Braid or Prince of Persia: Sands of Time. Probably some newer ones. However, that only works if the game developer conforms to a lot of constraints. I don't think that it will ever be a standard feature on all video games.

  • Not all functions are "reversible"; you can't just run everything "backwards" easily on a general-purpose computer. One specific operation that is famously not-easily-reversible -- and that we are so confident that this is not easily reversible that we make a lot of computer security rely on it -- is multiplying two prime numbers together. So you'd have to impose dramatic constraints on how games can be written to provide the ability to just say "start running the game in reverse". (Related trivia: the question of whether the real world can theoretically be run in reverse if you could look perfectly at everything in the universe for just one moment, the arrow of time, is, as I understand it, something of an open question in physics.)

  • One tactic for "rewinding" is to basically store checkpoints periodically and then retain enough information, like the player's inputs, such that one can basically "fast forward" from a checkpoint. If you can "fast forward" cheaply enough in terms of CPU time, then rewinding to a checkpoint, and then fast-forwarding to a given point, once for each frame, looks like you're running in reverse. This is basically how modern movie codecs work today: you have keyframes that are basically a "checkpoint" of a frame that are stored, maybe every few seconds or so. Then you have information necessary to compute the next frame from the existing one. So when you seek backwards in a movie, internally what a movie player is likely doing is seeking backwards to the keyframe prior to the time where you're trying to seek to, then playing forward. That "seek back to a checkpoint, then play forward" is a lot more technically-easy to do than to require a game to truly be reversible, since in many games, it's possible to store a fairly-small amount of information to record the game world at that point in time -- and "play forward". But many games also can't store their entire world in a small amount of space, and for some, it's hard to perform saves cheaply-enough in terms of CPU time -- constantly and frequently-enough, maybe every couple seconds. If you can't reduce the game state to a very small amount of information, then you are only going to be able to rewind so far. Implementing this is, today a requirement of a number of multiplayer games -- nearly all multiplayer game engines basically rely on each computer involved being able to deterministically generate the same world state on each participating computer. One technique to reduce apparent latency to other players is to do client-side prediction, predict what the other user is going to do, like continuing to walk in the same direction that they're walking, and then render each frame as if they had done that. Sometimes, that prediction is incorrect, and in those cases, they're going to need to be able to re-generate the world state; what they do is constantly internally checkpoint and then roll world state forward by replaying inputs when they actually learn what that other player was doing. So some games and game engines already basically implement the internal functionality required for this sort of approach, at least over a limited period of time. But it requires the developers to constrain what they do throughout the game to some degree.

Lefty mode would be nice. I'm tired of rebinding movement keys in every game.

I’m a lefty, but there was no way in hell I was moving the mouse to the other side every time I used the family computer, so I just learned how to use my right hand.

As a kid I had my own PC early and my dad set it up left handed for me. Now I've played games left handed in general for 23 years, and shooters in particular for 15 years already, it's too late to relearn :-)

being able to ping anything to my teammates in any multiplayer game ala apex legends. its just so damn useful i wish more games had it.

Apex nailed the communication aspect. It's the gold standard as far as I am concerned.

Borderless Windowed mode. Seriously, there is 0 excuse for PC games to not support it, it's 2023.

I'm gonna be honest, I never really understood what it did. The difference between fullscreen and windowed mode is kind of obvious, but borderless? I get what it does, it's like windowed mode but borderless and it can take the whole screen. But then why not just make it fullscreen? I don't understand it.

And especially when apparently some games run better with it? Which... I don't know, I just don't understand it.

It means you can take focus away from the game without it throwing a hissy fit. I.E. you can click out of it.

For coop games with dialog I really loved how Baldur's Gate 3 let everyone see the dialog choices and click on them to vote for what they would want. The player in the dialog didn't have to choose it, but they could see and it let every player feel like they were a part of every conversation instead of just watching.

I just want proper Nvidia Surround/AMD Eyefinity/ultrawide screen resolution options. About 50% of games have them, 50% don't, and it's really frustrating to play a game where my playing experience would be so much better if I could use Surround, but the game just has no support for any resolution that isn't 16:9.

I've had a couple of games I've encountered that are literally unplayable at 21:9. You're either stuck with textures stretched to oblivion or it cuts off a significant chunk of the screen. Admittedly this is mostly with older games that predate 21:9 displays but holy crap is it annoying when I can't play a game because it can't handle my display and stretches instead of displaying at the configured resolution

I'm more forgiving of that kind of thing with older games that predate ultrawide resolutions, and consider it a pleasant surprise when I find an older game that works fine with it. But since I'm running a Surround setup, I have the ability to just turn off a couple of monitors and run in 16:9 if I have to - which I do for most older games. It really sucks there isn't a good workaround for you, and others with 21:9 screens.

But it's bloody annoying when it's a new game that doesn't support anything but 16:9, or only supports it badly. The only argument I can see against supporting wider resolutions is that in competitive games, apparently the wider field of view offered by screen resolutions wider than 16:9 offers an unfair competitive advantage to the players that have them. (Like one person having a better CPU or GPU, or more RAM than someone else doesn't?!) With single player or cooperative games, where there is no competitive element that gives an advantage to whoever has the best hardware, I really can't see any justification for not supporting non-16:9 resolutions.

So this is my own post, but I'm still gonna comment on it because I have something else.

AI Bots support for multiplayer games.

It's become quite a rarity but it used to be... I wouldn't say standard, but common in older games and I really miss it.

Sometimes I really enjoy the gameplay loop of a multiplayer game but I just don't want to play it in multiplayer. There is too much pressure. Counter-Strike is a good example of that. I like the gameplay loop. I like the game but I spent a ton of my time playing it offline against bots on custom maps.

It's not exactly the same as playing with real players. I know they don't behave the same. But speaking of not behaving the same, at least I don't have to be worried of being insulted or anything if I make a mistake. There is much less pressure to succeed in games like this which I find fun. It's often hard to play online because it's all pressure and no fun for me.

Programming decent AI bots is complicated I know that which is why it's probably as rare as it is nowadays but I still miss it there has been too many games that I loved that simply died and I can't play anymore because there is no bot supports on it. I would love to be able to play my favorite game like for example, a Battlefield 1 game with 63 other bots that can pilot vehicles and do all of the things that real players would do.

That's why I love Ravenfield. But yeah, how many games have died and how many gameplay loop do we miss and can never play again because it would require actual players and there was never any proper bot support implemented?

I can think of a few and actually one of them is Star Wars Battlefront 2015 which had some sort of AI bot implemented but it used a very different kind of AI. They don't move like actual players. They have completely different animations and behaviors and what's worse is that they have a really nasty tendency to focus on the player. Which means that on some maps and some difficulty you come out of a hallway, out on the outside part of the map, and all of a sudden every bottom of the map, every starship is firing at you. Because you're the priority target.

Battlefront 2 2017 eventually implemented instant action and did it much better. Sadly I prefer the gameplay loop of the 2015 game by a lot. Oh well.

If you like me, buy Ravenfield on Steam. It's not a game that happens to have bot support. It's actually a game that is completely built around this. It's not just a feature, it's the point of the game, and I love it for it.

Man, I just want inverted mouse to be the default

If you make inverted the default, then it wouldn't be inverted any more! It would just be normal.

I am fine with 'inverted' being the only option and calling it normal, which it is.

By simply having all PC games mod able and with accessible console commands, most issues will eventually have workarounds.

Games that don't need patches.

For real, or at least without forced updates.

My biggest, biggest pet peeve of the PS4/PS5 era, is this. I'm in my 40s, I'm a senior management level professional, I'm on some boards, I've got very young kids. The amount of times I get to sit down and just go ahhhhh and fire up the PlayStation, number in the very low single digits each quarter. This means my PlayStation has to update what feels like two hundred thousand things, and I just want to play a god damn game. Nope, I have to update the new system software, have to update the games update, something for the sound, it literally feels like it never ends. So my three free hours turns into me throwing the controller and just moving on to something else more often than not, only for the cycle to repeat. It's infuriating.

I think that one issue is that -- at least with Steam, and I think on consoles, though I haven't checked the current gen -- if there's an outstanding update for a game, one is required to wait until an update is applied before playing the game.

That often really doesn't need to happen. One could have a console just let one play what's already download, and when an update can be done, do it.

This doesn't solve things for multiplayer games -- or, more-generally, games with some level of online functionality. There, updates may require everyone to be running the latest version, or Twitter support may be broken on an older version (come to think of it, I bet that all that Twitter removal of third-party API access probably broke a bunch of games with social media integration).

And sometimes, like with actively-exploited security holes, a developer may really, really not want people to use existing versions.

Maybe let the developer flag an update as "mandatory" and only force updates if the "mandatory" flag is set.

One other thing that might solve your problem -- I haven't looked at current-gen consoles, but at least the last time I looked at an XBox, I believe that there was an option for it to turn itself on nightly, check for updates, and for installed games, download and install any updates. That might address your "I turn on my console about once a year and then it has a huge backlog" issue, if your console has that and you toggle on that nightly update setting.

They've had that standby mode for a few years for sure (I mostly use PS, but Xbox will have the same). I don't know why though, for whatever reason after a while it just stops working. Might be the routers cycling or whatever, but it'll stay on standby forever, but when you login there's still a sea of updates and most stuff is unable to be played. I hear you on the multiplayer requirements and whatever too, personally I'm never a multiplayer. I'd accept the risks of a game being out of date if it just allowed me to skip updating.

I agree with everything in the OP and most of the other comments. But something for me that I don't think I've seen options for in any games.

Eyes and teeth. I'm a bit squimish around things happening to them. If your game shows them being injured in some way, just let me turn that off and skip it or something.

I know it sounds like a small thing, but I know at least four games which have this issue...

Sounds quite specific but I can see it. A "turn off gore" feature could help?

Give me Disco Elysium-tier choices in story development and dialogue.

A way to rapidly exit a game a la The Binding Of Isaac: Afterbirth. It has saved that game from being rage-deleted off my machine plenty of times.

The first time I run a game, before anything else, before a developer logo, a splash screen, ANYTHING: I want a screen with volume sliders. This setting needs to be saved upon completion and then ask if you want to see this screen on every launch, or just this one.

I know I am not alone. I am tired of having my eardrums blasted to hell every time I launch a newly installed game. Some games even go back to eardrum-destruction every launch until it loads the user settings.

This shit needs to be standardized. A lot of us wear headphones and are on voice chat or listening to music or whatever when we launch a game, and the deafening EA logo or whatever it may be is NOT welcome.

Collectible tracker after getting to a certain threshold. I get that people don't like maps cluttered with stuff, but if someone gets to a point they got over 60% of a thing, it's likely they want to go for all of them, so the option to give them at least a general searching area should be provided.

Those loading screens that recapped the story in Arkham City.

I want there to be systems that have absolutely no game design in them. Stuff that literally is just there to add random possibilities to the experience. Extremely basic and consistent rules which are extremely easy to grasp but result in all sorts of crazy shit. Stuff like redstone from minecraft or fairy dust in Stardew Valley. I want to completely forget about the game for a bit and just get completely lost in the intricacies.

A perfect example of this: Adding a joker (wildcard) to poker. It's just one basic card, you know what it does, but the amount that one card can completely break the game leads to far more interest than the base game could ever provide.

I play a lot of logistics games, so crafting time and speed and such. There's always an effective input rate and a maximum output rate. Item takes 12 seconds and crafting machine has a speed of 3.14... So what's the items per second? Sure it's 12/3.14 but nowhere does the game show that. Not all games make this sin, but those that do drive me mad.

A number of games would benefit from also showing a DPS number on weapons. Same idea. Yeah, I can do it in my head, but you're running on a computer that can flawlessly do billions of calculations a second. Why not do the extra step for me?