bin.pol.social

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

Can’t believe no one has said Risk of Rain 2 here yet. Amazing music, masterful composition

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

Deus Ex

System Shock 2

Hotline Miami 1 & 2

Telltales Sam & Max games

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

Just gonna list a few.

Xenoblade Chronicles (1 & X): haven’t gotten around to the others yet.

Final Fantasy XIV & XVI: Soken is a god

Mass Effect

Legend of Dragoon

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

I enjoyed the AC: Valhalla Soundtrack much more than the game itself

SeabassDan, (edited ) do games w What's your favorite game through the ears of Original Soundtrack?

Might be nostalgia, but Super Mario 64 and Ocarina of Time, specifically because of Dire Dire Docks and the Gerudo Valley theme.

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

i agree with you and i also think all games should have optional subtitles

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

Ragnarok Online. I love you, SoundTEMP.

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

Probably difficult for technical reasons, but it would be cool if I could rewind the game arbitrarily in games where you can quicksave/load. Like I can save and try the thing and reload if I don’t like the results, but it’d be neat if I could just rewind.

tal,
@tal@lemmy.today avatar

Rewinding is technically possible, and there are games that incorporate rewinding into the game, like Braid or Prince of Persia: Sands of Time. Probably some newer ones. However, that only works if the game developer conforms to a lot of constraints. I don’t think that it will ever be a standard feature on all video games.

  • Not all functions are “reversible”; you can’t just run everything “backwards” easily on a general-purpose computer. One specific operation that is famously not-easily-reversible – and that we are so confident that this is not easily reversible that we make a lot of computer security rely on it – is multiplying two prime numbers together. So you’d have to impose dramatic constraints on how games can be written to provide the ability to just say “start running the game in reverse”. (Related trivia: the question of whether the real world can theoretically be run in reverse if you could look perfectly at everything in the universe for just one moment, the arrow of time, is, as I understand it, something of an open question in physics.)
  • One tactic for “rewinding” is to basically store checkpoints periodically and then retain enough information, like the player’s inputs, such that one can basically “fast forward” from a checkpoint. If you can “fast forward” cheaply enough in terms of CPU time, then rewinding to a checkpoint, and then fast-forwarding to a given point, once for each frame, looks like you’re running in reverse. This is basically how modern movie codecs work today: you have keyframes that are basically a “checkpoint” of a frame that are stored, maybe every few seconds or so. Then you have information necessary to compute the next frame from the existing one. So when you seek backwards in a movie, internally what a movie player is likely doing is seeking backwards to the keyframe prior to the time where you’re trying to seek to, then playing forward. That “seek back to a checkpoint, then play forward” is a lot more technically-easy to do than to require a game to truly be reversible, since in many games, it’s possible to store a fairly-small amount of information to record the game world at that point in time – and “play forward”. But many games also can’t store their entire world in a small amount of space, and for some, it’s hard to perform saves cheaply-enough in terms of CPU time – constantly and frequently-enough, maybe every couple seconds. If you can’t reduce the game state to a very small amount of information, then you are only going to be able to rewind so far. Implementing this is, today a requirement of a number of multiplayer games – nearly all multiplayer game engines basically rely on each computer involved being able to deterministically generate the same world state on each participating computer. One technique to reduce apparent latency to other players is to do client-side prediction, predict what the other user is going to do, like continuing to walk in the same direction that they’re walking, and then render each frame as if they had done that. Sometimes, that prediction is incorrect, and in those cases, they’re going to need to be able to re-generate the world state; what they do is constantly internally checkpoint and then roll world state forward by replaying inputs when they actually learn what that other player was doing. So some games and game engines already basically implement the internal functionality required for this sort of approach, at least over a limited period of time. But it requires the developers to constrain what they do throughout the game to some degree.
Flickerby, do gaming w What is something (feature, modes, settings...) you would like to see become a standard in video games?

Fully (or at least more) customisable controller settings. It’s not difficult. Let me bind what controls I want to what button I want. And adjust the stick dead zone, god damn. Why are you giving me pre set control schemes when we’ve had fully customizable controls figured out for decades? Fuck you game

Suppoze,
@Suppoze@beehaw.org avatar

Yes! To add to this, please let me invert the analog stick camera controls. Both axis! My biggest pet peeve is when a game let’s you invert the Y axis, but not the X… Why? You were so close dammit how much effort is adding the other really?

tal,
@tal@lemmy.today avatar

I can understand inverting the Y axis, because aircraft use the opposite of what FPSes typically do – push forward to pitch the plane’s nose down.

But why do you want the X axis to be reversed? I can’t think of any system out there that operates with an inverted X axis.

thinks for a while

I guess maybe the tiller on a boat.

smeg,

It’s more for the camera control rather than the character control

Suppoze,
@Suppoze@beehaw.org avatar

It makes sense for me in third person games. Imagine a stick stuck in the protagonist head from behind. You are the camera behind the character, imagine you grabbing the stick and rotating the head with that. You have to pull the stick down for the character to look up, and push it upwards to look down. By the same logic, you have to move it left for the character to look right, and vice versa. The stick is the analog stick on the gamepad.

Once you get used to this control scheme, it’s quite hard to re-learn non-inverted controls.

Explanation image I found: content.spiceworksstatic.com/…/yvgNiFE.jpg

prole,

You should look into Steam Input (if you have a Steam Deck, you may have already messed with it), but it allows a mind-blowing amount of control customization for any game you’re launching through Steam. Most games will also have community presets you can easily use.

Inverting view or turning on gyro controls is trivial. It goes shockingly deep. You can create radial menus if you want, it’s wild.

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

Hades, hands down

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

Final Fantasy VI, Chrono Trigger, and Mega Man X

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

Less a design choice and more a technical feat, but I’m hoping that we start to see the phase-out of loading screens and more of a push toward seamless gameplay. I was watching a video from the newest Spiderman and it was pretty damn cool. Practical for all games? Maybe not for a while. But I certaintly would like to see more investment in leveraging improvements in disk and memory capabilities going forward.

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

I would guess that loading screens will never fully go away. Especially on consoles, where everyone has a fixed set of hardware resources, and the developer knows what that is and is aiming at optimizing for that target, being able to fully remove one area from memory before loading the next gives you potentially twice as much memory to work with. That’s a big-enough gain that game developers are not going to want to give that up, since the alternative is being able to only have half (or less, if multiple areas are near each other) the complexity for their areas. If hardware gets more memory, at least some developers are going to want to increase the complexity of the environments they have rather than eliminating load screens. Otherwise, their scenes are going to look significantly-worse than their competitors who have loading screens.

There may be specific games that eliminate loading screens, at least other than the initial startup of the game. Loading screens might be shorter, or might just consist of a brief fade. But I don’t think that we’ll ever reach the point that all developers decide that that tradeoff to fully-eliminate loading screens is one that they want to make.

The shift from optical media and rotational drives to SSDs has reduced the relative cost of loading an area. But it hasn’t eliminated it.

I think that a necessary condition for loading screens going away is basically a shift to a memory architecture where only a single type of storage exists – that is, you don’t have fast-but-volatile primary storage and slow-but-nonvolatile secondary storage, but only a single form of non-volatile storage that is fast-enough to run from directly. We don’t have that technology today. Even then, it might not kill loading screens, since you might want to have different representations (more-efficient but less-compact for the area surrounding the character, and less-efficient but more-compact for inactive areas).

MangoKangaroo,

See, I figured consoles might actually be more likely to cross that finish line first. My logic is that the controlled platforms would give developers a) potential access to a more bare-metal style of storage medium maybe not practical on PC, and b) a consistent performance target (no needing to account for people using those pesky hard drives!)

I feel like we’re maybe already starting to see this with the PlayStation 5, but it probably also depends on how much work actually goes into optimization for these development teams.

gazter,

I think the key here is integrating loading into the gameplay. The old Metroid trick of having the player traverse a basic hallway while the game loads the next area in the background is a good, if basic, example.

AceFuzzLord,

Most loading screens are just more of a nuisance than anything, but if they don’t remove them, maybe they could get creative in how they work/look?

The main series Danganronpa games did loading screens in a very creative way that made them feel special. The room and all the things inside would start popping up and build the room as it loaded in. More loading screens like that would be lovely if they aren’t able to remove them.

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

I’ve always enjoyed the music in The World Ends With You

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.

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