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. :)
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.
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).
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?
Just letting people pause cutscenes to access the menus would be a huge start.
deleted by creator
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?
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.
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.
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!
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.
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.
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
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.
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.
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
deleted by creator
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.
Turn them all into bears! When you cut a bear it bleeds more bears.
Why does the developer hate arkoudaphobics?
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.
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.
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?
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.
deleted by creator
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.
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 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.
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.
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.
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.
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.)
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
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.
Those loading screens that recapped the story in Arkham City.