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. :)
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.
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.
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.
Ohh, Pokémon games used to have this!
That and a consistent single key pause button would be fantastic for a parental features
I need this, ha ha!
dragon quest 11 did this, it was so helpful
deleted by creator
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).
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.
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.
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…”
Parent mode lol
Or … adult mode 😜
500 games in backlog-mode
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.
deleted by creator
Turn them all into bears! When you cut a bear it bleeds more bears.
Why does the developer hate arkoudaphobics?
Mine (thalasaphobia) would be tough to remove.
I’ve noticed that at some point since it came out, Horizon: Forbidden West actually added a thalassophobia relief option into the settings! It brightens everything underwater and allows for infinite breath underwater regardless of if you’ve unlocked it in the story or not
That’s really cool! I struggle with some games because of it. Subnautica is an absolute no for me, but even No Man’s Sky and Minecraft can trigger it.
It’s fish and children, isn’t it?
Just looking at the Man Attacked by Babies sculpture at the Vigeland Sculpture Park sends shivers up and down parent commenter’s spine.
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.
deleted by creator
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
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.
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.
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.
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.
Look up flick stick controls on YouTube, it’s hard to get used to it, but if you get it right it’s even better than keyboard and mouse
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.
Laughs in WarCraft III: Reforged
- 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.
Witcher 3 was great with this
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.
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.
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.