bin.pol.social

tal, do gaming w What is something (feature, modes, settings...) you would like to see become a standard in video games?
@tal@lemmy.today avatar

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.

saigot,

And always have a way to pause cutscenes.

kratoz29,
@kratoz29@lemm.ee avatar

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.

AnonStoleMyPants,

And to rewatch if you accidentally dismiss the cutscene.

fell,
!deleted1953 avatar

@AnonStoleMyPants @tal And being able to pause a cutscene (That includes putting the system to sleep now!)

ono,

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

tal,
@tal@lemmy.today avatar

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.

ono,

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.

tal,
@tal@lemmy.today avatar

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.

Fisch,
@Fisch@lemmy.ml avatar

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.

ono,

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.

tal,
@tal@lemmy.today avatar

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.

kratoz29,
@kratoz29@lemm.ee avatar

I thought modern games didn’t do this anymore.

tal, do gaming w What is something (feature, modes, settings...) you would like to see become a standard in video games?
@tal@lemmy.today avatar

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.

ampersandrew,
@ampersandrew@kbin.social avatar

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

tal,
@tal@lemmy.today avatar

I provided one technical approach above.

ampersandrew,
@ampersandrew@kbin.social avatar

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.

tal,
@tal@lemmy.today avatar

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.

ampersandrew,
@ampersandrew@kbin.social avatar

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.

tal,
@tal@lemmy.today avatar

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.

ampersandrew,
@ampersandrew@kbin.social avatar

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.

tal,
@tal@lemmy.today avatar

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.

vrighter,

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.

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

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.

Plume,

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.

ampersandrew, do gaming w What is something (feature, modes, settings...) you would like to see become a standard in video games?
@ampersandrew@kbin.social avatar

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.

tal,
@tal@lemmy.today avatar

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.

ampersandrew,
@ampersandrew@kbin.social avatar

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.

saigot,

Also much harder to build cheats

ampersandrew,
@ampersandrew@kbin.social avatar

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

saigot,

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.

ampersandrew,
@ampersandrew@kbin.social avatar

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.

blaine,

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...

Phanatik,

Do you mean local split screen?

PleasantAura,

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.

tal,
@tal@lemmy.today avatar

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.

Plume,

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! ;_;

Phanatik,

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.

tal,
@tal@lemmy.today avatar

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.

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

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.

tal, (edited )
@tal@lemmy.today avatar

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?

Seigest, do gaming w What is something (feature, modes, settings...) you would like to see become a standard in video games?
@Seigest@lemmy.ca avatar

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.

PersephoneDives,

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.

tal,
@tal@lemmy.today avatar

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.

tal, (edited )
@tal@lemmy.today avatar

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.

Seigest,
@Seigest@lemmy.ca avatar

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

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

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

Plume,

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

tal,
@tal@lemmy.today avatar

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.

Butterbee, do gaming w What is something (feature, modes, settings...) you would like to see become a standard in video games?
!deleted4292 avatar

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.

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

Those loading screens that recapped the story in Arkham City.

switches, do gaming w What is something (feature, modes, settings...) you would like to see become a standard in video games?
@switches@kbin.social avatar

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.

Skua,

"We're rich!"

Plume,

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

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

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.
OfficialThunderbolt,

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.

Essence_of_Meh,

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.

CarlsIII,

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.

tal,
@tal@lemmy.today avatar

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.

Essence_of_Meh,

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.

tal,
@tal@lemmy.today avatar

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.

pcgamer.com/cooler-master-launches-a-keyboard-wit…

Cooler Master launches a keyboard with pressure-sensitive keys for $200

www.amazon.com/…/B01MTA0OAP

tomshardware.com/…/razer-huntsman-v2-analog-keybo…

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.

Essence_of_Meh,

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.

exscape, do gaming w What is something (feature, modes, settings...) you would like to see become a standard in video games?
@exscape@kbin.social avatar

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.

tal,
@tal@lemmy.today avatar

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.
exscape,
@exscape@kbin.social avatar

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.

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

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

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

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.

Plume,

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!

tal,
@tal@lemmy.today avatar

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.

theangriestbird,

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.

Sabata11792, do gaming w What is something (feature, modes, settings...) you would like to see become a standard in video games?
@Sabata11792@kbin.social avatar

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.

Plume,

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

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