bin.pol.social

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.

butterflyattack, do games w What's your favorite game through the ears of Original Soundtrack?

Homeworld. Really effective soundtrack, heightened tension and the feeling of being out in empty space.

Reality_Suit, do games w What's your favorite game through the ears of Original Soundtrack?
@Reality_Suit@lemmy.one avatar

As a teen, I used to fall asleep listening to Might and Magic VI. You could literally put the disc in a player because the soundtrack was saved as wav files.

AstralPath, do games w What's your favorite game through the ears of Original Soundtrack?

Hyper Light Drifter or Fez for modern games. Pokémon Red for OG GameBoy for retro. :D

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.

TheOgreChef, do games w What's your favorite game through the ears of Original Soundtrack?

Mega Man 2. Every song on every level is an absolute banger. EVERY SINGLE ONE. I’ll die on that hill.

Shoutout to Control though for that one song in that one level (if you know, you know).

Ninja edit to add River City Girls 1 &2, both are excellent.

gk99, do gaming w What is something (feature, modes, settings...) you would like to see become a standard in video games?
  • LET ME TURN OFF THE CLAUSTROPHOBIC VIGNETTE, PLEEEAAASSEEEE. Even games like Cyberpunk 2077 that have gained countless features over the years and have individual HUD on/off switches still ignore this.
  • UGC as a whole. I grew up on Half-Life mods, custom Counter-Strike: Source maps, and LittleBigPlanet. The fact that we’ve pretty much abandoned that outside of Halo, Counter-Strike (just barely, mind you), and more recently Fortnite with proper Unreal Engine support is a terrible thing. It makes more sense than ever in an era of live service where you want players to never stop playing.
ConstableJelly,

What’s a claustrophobic vignette?

conciselyverbose, (edited )

Vignetting is the darkening in a circle pattern at the edge of a photograph/movie caused by the fact that the lens is round and the film/sensor are square.

My guess is that he's referring to games using a similar effect (some do it with blur, too) extremely heavily on a large portion of the edge of the screen to create a tunnel vision effect in some contexts. I couldn't name which games do it, but I've seen it on sprint, stamina depletion, and low health in different games.

ConstableJelly,

I know exactly what you’re referring to, thanks for the examples!

tal,
@tal@lemmy.today avatar

I always thought that it was intended to either simulate an old television or to make a scene look scarier, but looking at the wiki page I’ve linked to, it looks like there are a number of stylistic uses.

tal,
@tal@lemmy.today avatar

The parent is just saying that he finds it to be claustrophobic.

en.wikipedia.org/wiki/Vignetting

It’s a visual effect where the center of the screen is slightly-lighter than the edges.

I very often see an option to toggle them in video game graphic settings, so I expect that some people don’t like it.

ConstableJelly,

Ah thanks. I looked at vignette on Wikipedia; looks like “vignetting” is a separate entry 🤷.

saigot,

I think companies are more hesitant about ugc these days because of all the extra moderation required.

For instance someone made a sexual assault simulator as a custom overwatch map, and it made headlines, which is extra harmful for a company that is trying to recover from all the SA accusations.

ky56, do games w What's your favorite game through the ears of Original Soundtrack?

Portal 2. I can listen to the soundtrack and visualize my journey through the game. It’s a goddamn masterpiece.

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.

n0xew, do games w What's your favorite game through the ears of Original Soundtrack?

Love it too! One that has been my top listen count for years is The Witcher 3 OST. The use of some slav traditional instruments was nothing I’ve ever heard like before, and it resonated a lot with the story. Special mention to:

  • The Wolf and The Swallow for giving me the chills everytime I listen to it
  • Hail To Caranthir also has something special to it.

Although neither tracks are part of the published albums :/

Skyline969, do gaming w What is something (feature, modes, settings...) you would like to see become a standard in video games?
@Skyline969@lemmy.ca avatar

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.

blazera,
@blazera@kbin.social avatar

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.

Haatveit,

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?

tal,
@tal@lemmy.today avatar

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.

conciselyverbose,

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.

min_fapper, do games w What's your favorite game through the ears of Original Soundtrack?

Halo!

The CE soundtrack was so distinctive and awesome!

Danthe, do games w What's your favorite game through the ears of Original Soundtrack?

Sword & Sworcery

SgtAStrawberry, do games w What's your favorite game through the ears of Original Soundtrack?

For songs with lyrics, it’s Contrast and Fallout 4. And for songs without lyrics it’s Oblivion and then Minecraft.

BastingChemina, do games w What's your favorite game through the ears of Original Soundtrack?

Journey !

The soundtrack of the game is amazing !

Stovetop,

When the game’s story is told without words, the soundtrack does a lot of legwork delivering such an emotional impact.

Few games have moved me to tears, but Journey is one of them.

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