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!
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.
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.
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?
@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.
I really dug the music in CP2077 (and, especially, Phantom Liberty). The use of leitmotifs lifted the score. More so than in a similar game (GTA5), I really enjoyed the radio stations, too.
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.
Game companies get greedier, gamers want bigger and better experiences for less money, investors want higher returns, computers aren’t getting faster at the same rate and the game industry can afford to treat it’s employees like shit because there’s always going to be a constant stream of new people who want to work in it.
I can't say I'm surprised. I was wondering whether I should jump in on day 1, since I played C:S 1 pretty heavily, and want to support the devs, but this definitely means I'll be waiting at least a few patches.
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Aktywne