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.
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.
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.
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.
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.
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...
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.
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.
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.
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.
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.
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?
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
I always appreciate when the game allows you to choose how far the camera is from your character, and when they let you pick if you want to play first of third person.
Final Fantasy XVI’s Active Time Lore. Being able to pause the game and have a list of relevant characters, places, and concepts for the scene you’re in is so helpful for my ADHD, for when I take a break from a game and come back not knowing what’s going on. I want to see this in every story heavy game.
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.
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.
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.
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.
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