Gameplay settings menus that allow you to turn off gameplay mechanisms you simply don’t enjoy, or tune them.
I’m talking about ones that are like one line of code being set to true instead of false etc. That type of thing.
Basically things like that and the Atomfall gameplay/difficulty settings menu
I don’t give a fuck if some pretentious asses “artistic vision” requires the player to backtrack half way across a level on every death or thinks a shitty minigame should be played no less than 153 times every play through. I want to be able to just turn off the unfun shit, and leave on the fun shit.
This is a game. I don’t care if the developer thinks X Y or Z adds to the experience. If I don’t, within reason I should just be able to turn it off.
I disagree because it solely approaches games as some sort of “electronic commodity” and outright despises a development group’s artistry.
Sure, not every game is trying to be art. But games have long gone beyond the realm of simply “entertain me”. That opinion is like saying “books should be made in a way that allows users to change the story whenever and however they want.” It is something you can do but there’s no imperative to cater to it.
I disagree because it solely approaches games as some sort of “electronic commodity” and outright despises a development group’s artistry.
This is meaningless pretentious gibberish. It’s like saying that watching movie on an unintended device is disrespecting the playwright.
Why should your desire to put entertaining past times on a pedestal restrict what I should be able to do.
If you feel that way, then play games as they intend. There is no reason to be against other people having an option just because you don’t like it.
You are in essence gatekeeping enjoying a video game as a concept. Like people must enjoy them the way you envision.
That opinion is like saying “books should be made in a way that allows users to change the story whenever and however they want.” It is something you can do but there’s no imperative to cater to it.
This makes no sense at all as an analogy. Books don’t run on game engines and don’t have recycled bits of logic that game mechanics are comprised of that can be mass changed to great effect. The feature you’re describing would require the equivalent of writing the book a million times over. The changes Im describing are often accomplished on day one by modders, or just included by the developers as a quality of life feature set.
You are in essence gatekeeping enjoying a video game as a concept. Like people must enjoy them the way you envision.
What an incredibly inaccurate statement. I love modding video games, I spend more time modding video games than I spend playing video games. I understand that the vision developers have doesn’t often align with what I want from their product.
I don’t agree that developers should be spending dev cycles making a game functional for a user that turns off any configuration of gameplay mechanics.
Saying you can just set a variable from “true to false” is so laughably misunderstanding what goes into software development much less game development that it sounds entitled. What gameplay mechanics are you even saying should be configurable? All of them? Just turn off the combat in a fighting game? At what point is a gameplay mechanic integral to the genre/experience? And who is the person or persons that decide?
Developers should be free to create what they want, and the end user is free to mod it however they want. That includes, for the devs, not purposefully obfuscating things so that modding is more diffcult.
Saying you can just set a variable from “true to false” is so laughably misunderstanding what goes into software development much less game development that it sounds entitled.
This is an attempt to sound smart that falls flat. The idea that there are no configuration settings that are simply inaccessible to users which are boolean values is laughably naive and provably wrong in many games.
What gameplay mechanics are you even saying should be configurable? All of them? Just turn off the combat in a fighting game? At what point is a gameplay mechanic integral to the genre/experience? And who is the person or persons that decide?
This isn’t an argument, its you saying that without being hyper specific, and laying out a detailed rule book for hypothetical future games, youll arbitrarily decide to assume the most irrational conclusion so that you can continue to rage and gate keep.
Developers should be free to create what they want, and the end user is free to mod it however they want. That includes, for the devs, not purposefully obfuscating things so that modding is more diffcult.
This is a strawman argument, as no one in this thread is restricting any developers ability to do anything. It is quite literally a wishlist thread. This “criticism” could literally be applied to anything in this thread. Its invalid.
don’t know how many, if any, settings matching the true/false + 1 line of code restraints even exist.
Absolutely. For example, turning off running out of stamina, removing item loss, turning off minigames is close.
There are tons. Atomfall has a ton of options that are similarly simple.
If you can change a setting, even if it’s a binary choice, someone had to think about, implement and test everything pertaining to these choices.
Nah. Some choices just arent that complicated. I think you’re over complicating it. We can especially see that this is true in many games where things are modded in. Like in Cyberpunk, just not having to play the minigames is a better experience imo. Like its slightly more than the one line hyperbole, but not much.
Depending on what kind of mechanic we’re talking about and how deeply integrated into the rest of the game this mechanic is, that could be a big task.
I feel like you’re getting away from the spirit of my comment here/getting carried away with finding exceptions and technicalities to this thread about no game in particular and hypothetical wishlists of features.
I didn’t mean to get caught up in exceptions or exaggerations. I’m no developer either, so I have zero background-knowledge about game-development or game-engines.
Though as I work in IT (again, no developer) and live within a zero-IT-knowledge friend circle, I tend to try and shine a little light on some things that, to the outside, might seem simple but maybe aren’t. I guess sometimes I’m trying to err on the side of caution a little too much.
I definitely think there are a few of those one-line, true/false settings that could just be toggled, especially things that are handled by the engine instead of the game-logic itself, though I cannot speak of experience here.
I don’t give a fuck if some pretentious asses “artistic vision” requires the player to backtrack half way across a level on every death or thinks a shitty minigame should be played no less than 153 times every play through.
Then just don’t play that game or use cheats (if its a singleplayer game)?
I don’t see why a game developer needs to intentionally provide an option to remove mechanics they designed a game around just to please someone that doesn’t want to play the game as they designed it.
Lets talk about QTEs as an example. Because for QTEs, a developer can easily add an option to entirely circumvent them, with just a single boolean and a single line of code in the QTE input method.
I think that, for accessibility reasons, it is perfectly reasonable to ask for an option to switch between tapping a button and holding a button to complete a QTE. I think it is unreasonable to ask developers for an option to completely remove QTEs from their game (such as auto-succeed/auto-complete). For many games, this would turn an interactive part of the game which is normally followed by an uninteractive cutscene into an uninteractive cutscene immediately followed by another uninteractive cutscene. Players that disable QTEs could easily be sitting through very long stretches of uninteractive parts of the game instead of interacting with the game, leading to those players complaining about long cutscenes since they usually completely forget they disabled QTEs.
Shenmue has Quick Time Events. A lot of them. If someone hates QTEs, it would be better for them not to play the game at all than to play without them. It is a core part of the intended experience that enhances the player’s time with the game. You get to interact with the cutscene instead of dropping the controller and turning off your brain. As a player, you pay more attention and keep your controller ready because at any moment you could be hit with a QTE and you want to be ready for that. You as a player have anticipation, excitement, nervousness, fear, etc that the developer makes you feel using mechanics like QTEs. You are more engaged with the game than someone that wants those deleted from the game, and in the end that means you will get more enjoyment out of the game. Someone that wants that turned off wants to play a different game.
Not every game is made for every person. And thats okay, thats good even.
For many games, this would turn an interactive part of the game which is normally followed by an uninteractive cutscene into an uninteractive cutscene immediately followed by another uninteractive cutscene. Players that disable QTEs could easily be sitting through very long stretches of uninteractive parts of the game instead of interacting with the game, leading to those players complaining about long cutscenes since they usually completely forget they disabled QTEs.
This is such a bizzare and contrived example.
Firstly, because the idea that QTE’s are anything but fill in the situation you’ve described is ridiculous. Secondly, because it is literally preference based (for instance, I would have loved to just eliminated QTEs completely from Dispatch), and lastly, because your made up result could easily instead just be that they recieve rave reviews for how accessible their game is and how freeing it is to have the ability to play how you want to play.
If someone hates QTEs, it would be better for them not to play the game at all than to play without them.
This is only true to someone who is pretentious and gatekeepy about what they feel other people should enjoy. Why do you have such strong opinions about how other people should live their lives?
As a player, you pay more attention and keep your controller ready because at any moment you could be hit with a QTE and you want to be ready for that.
Not everyone likes or wants that. I can personally say I can’t recall a time where QTEs added to a game experience, and in games where I’ve modded out similar, they played much better to me. Thats the big important thing; to me. You obviously have tremendous trouble imagining anyone else having a different felt experience than you do.
Not every game is made for every person. And thats okay, thats good even.
This is a bullshit shield from criticism. A game having a feature I don’t like doesn’t mean I’m not the audience for said game, it just means the game is less enjoyable for me.
The idea that no game should be criticized or offer options, and instead people should just never play any game that isn’t perfectly suited to them is obviously absurd but the clear logical conclusion from your nonsensical advice here.
I was with you at first, thinking you meant in a sandbox game, like turning off hunger/on hardcore in Minecraft, etc. but you’re just whining because every moment isn’t custom built to keep up with your personal ADHD/hedonic treadmill. The point of a game isn’t to just give you a blowjob from launch to credits. If that’s what you’re looking for, you’re looking in the wrong place.
but you’re just whining because every moment isn’t custom built to keep up with your personal ADHD/hedonic treadmill.
This is such a weirdly hostile, assumptive and gatekeepy sentiment.
The point of a game isn’t to just give you a blowjob from launch to credits. If that’s what you’re looking for, you’re looking in the wrong place.
Your mentality of “this is not what the point of a game is” is especially ridiculous because if a game was that, what I’m advocating for would give you the ability to make it what you want instead.
You really like the word ‘gatekeep,’ as though it were a bad thing. When you walk into a museum, start complaining about the lack of teleporters and strippers, and then get told to leave, yeah, they’re gatekeeping you, but it’s because you’re complaining about the lack of teleporters and strippers in a museum. That’s not what it’s there for. They have curated a collection of experiences focused on creating an overarching experience, and you have wandered in, said ‘I don’t want to have to walk to each exhibit, teleport me,’ and ‘This exhibit is booooooring. Teleport me to the one with strippers.’ If that’s what you’re looking for, you’re looking in the wrong place.
It’s actually one of the cleanest, most direct analogies I’ve ever used. Both are curated experiences with controlled visual, auditory, and interactive elements. The differences lie only in the physical/resource limitations each has for the kinds of experiences they can include.
The differences lie only in the physical/resource limitations each has for the kinds of experiences they can include.
Not only is this wrong, but it’s also nonsensical. It is nonsensical because these are massive elements of each experience and why accommodating preferences in one is far easier than the other. Its also wrong because most museum experiences with interaction absolutely have the option to skip parts of said interactions.
The other reason this is wrong, is that these are certainly not the only areas differences lie in, as museums aim to preserve history, and are therefore locked in content wise from that perspective, what with the physical artifacts and care for that. Games are not at all that.
Unless there is a serious, compelling reason and they game is about that, let me turn off micromanage shit. I want to explore the world and dungeons and not worry about whether all the loot I can pick up is worth it or to decide each and every single item whether I want it or what I need to toss to pick it up.
This is exactly it. I don’t understand why people would want to waste any time doing things they don’t want to do vs things they want to do when playing games. The point is fun, whatever that means to the individual.
A mechanic to permanently gain new attacks and/or abilities by mastering equipment. I haven’t seen that many games have this mechanic and it’s mostly been adult games for some reason. I think Kingdom Hearts: Birth By Sleep is the only non-adult game I’ve seen to have this mechanic.
I just remembered another one. The Gambits system from Final Fantasy 12. I’ve always liked this mechanic because it almost completely automates battles, allowing you to focus more on exploration and treasure hunting. I have only seen two games do this and, once again, FF12 is the only non-adult game I’ve seen with this type of mechanic.
Clair Obscur Expedition 33 kind of has the gaining abilities from mastering equipment thing you mentioned, it’s not really equipment in that you can’t see the items being put on, but you equip items that give abilities and after a few battles with it you master the ability and can change to another item but equip the ability through a separate resource pool.
That is actually part of what I meant by having permanent access to the ability. One of the games I didn’t mention in my comment does it like that, where you get the abilities by mastering equipment but then you have to use AP to actually activate it like how abilities were in Kingdom Hearts 1 and 2. I’ve actually been interested in playing Clair Obscure because I’ve heard that it’s one of the best RPGs to exist. The only problem is that, because it’s a modern game, I don’t know it it’ll run on my computer and I don’t have another way to play it.
I was recently discussing Farcry 2 with some friends and how cool the fire spread system was - And how it essentially was never used again after that title.
In case you didn’t know, Zelda Breath of the Wild and Tears of the Kingdom have a very similar fire spread system.
When a fire breaks out on grass, it spreads like it would in real life. In FC2 you could watch a small flame spread and become an inferno. It was awesome. Games don’t have anything like that these days.
Mechanics from the Mercenaries series. Destructible buildings, getting weapons and vehicles dropped to you anywhere at any time. Being able to ally with different factions. Oh, and the ability to call in airstrikes. Bunker busters, cluster bombs, artillery barrages, etc. Just Cause and Metal Gear Solid V are the closest things to that. But they just aren’t the same.
Oh, and the ability to just fly like Superman. I’d like that in more games.
It didn’t really take off to begin with but dual screen support like Supreme Commander had with the real-time map overview on the 2nd monitor. It could be a skirmish map or live track map for a racing game, live scoreboard, player status or inventory system.
The Fiend's Cauldron from Kid Icarus Uprising. At the start of a stage, you have to wager currency on how high of a difficulty you want to attempt, on a sliding scale from 0.0 to 9.0. Higher difficulties cost more to play, and if you fail, you lose your bet and the difficulty drops if you choose Continue. It's an interesting system for how it forces you to check your ego and self-evaluate just how much you think you can handle.
I wanna see games going wide again. Get me something like Sonic Adventure 2 Battle again where we got racing, going fast, a creature battler/care system, multiplayer. I miss when games were full of a wide variety of shit.
Oh I have, have probably like 4 years playtime in game for WoW. But it used to be common. Idk it feel like it used to be about fun and now everything takes itself too seriously.
Kirby Air Riders definitely feels like it keeps that spirit alive. The game could've just been City Trial and I would've paid $70 just to play City Trial, but they packed everything else in there too because they could.
As long as it’s a 3xxx or 4xxx Nvidia card honestly its just as good as Nvidia now as long as you arnt being dumb and trying to use Debian or mint or something that has a massively out of date kernel on a new laptop.
I had a 3060 and the support for wayland was just terrible.
Loads of games didn’t work on proton or ran terribly.
Moment I switch to AMD on Linux I have not had any crashes, and games run out of the box with good performance.
Just my experience, there is no real reason why most people need nvidia GPUs on Linux. The vram is small, and prices often don’t compete well with AMD.
CUDA and other media stuff is usually a strawman as most people literally never it. If you need that desktop with SSH is much better value for money.
Burnout Revenge was a beloved game of my childhood. You had bonuses from wrecking your foes, got bonuses for creating wrecks, and for near death experiences. And there was an awesome mode where you would launch your car into a scene to cause as much damage as possible.
Midnight Club 2 where you could customize your cars and race them on fun tracks, but could also just beep around the open world.
Maybe it’s nostalgia, but I would love a fun racing game that doesn’t have a GTA attached to it.
I’m choosing now between Framework laptop and System76 laptop. Both seems great, but System76 laptop seems to have a better quality judging by the looks of it?
I went with a Framework 16 and upped it to 48gb ram with the graphics extension. That thing is a powerhouse. I didn’t get it for gaming, but for design work. Still, it can play anything out now on the highest settings and is fully modular so I’m planning to be buried with this thing.
ETA: I also went the Linux route and don’t have any regrets.
I had a FW16 for about a year. I got fed up with the poor fit and finish, and utterly unreliable USB-A expansion modules.
System76 sure ain’t perfect either, at least my pangolin 15 leaves a lot to be desired between the shit trackpad, awful battery drain during suspend, and extremely limited BIOS config options. But it’s put together way better than a Framework 16 is
System76 sure ain’t perfect either, at least my pangolin 15 leaves a lot to be desired between the shit trackpad, awful battery drain during suspend, and extremely limited BIOS config options.
Makes sense, I guess it could be better with AMD chips
I want to see puzzles that are implemented using the physics engine. And I don’t mean “toss the axe in the proper arc to trigger the gate” physics. I mean “stack the bricks on one end of the seesaw to balance it long enough to make the jump to the next platform”. Or “use the blue barrels’ buoyancy to raise the platform out of the water”.
Yesss and more destruction physics. I miss watching cars crumple and get torn apart like in the burnout games. There was a really old ww2 dogfighting game where the plane wings could get sawn off and you’d see this smoking plane spiralling into the ground while the wing flew off in the opposite direction before the plane exploded on the ground.
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