bin.pol.social

bryndos, do games w Gaming Pet Peeves

Text scaling in game where text is plot critical.

Important for things like steamdeck, some marked "verified" should be downgraded to "playable" due to the text size and inability to scale it.

Delta_V,

And timed, text heavy games on mobile generally.

Squinting at you, Hearthstone.

Macaroni_ninja, do games w Gaming Pet Peeves
@Macaroni_ninja@lemmy.world avatar
  1. When rebinding the keys, the game wont let me save the changes unless everything has something assigned.
  2. During character creation the lightning on the model is completely different what you will see in game and I end up with an ugly character (Dragon’s Dogma, Saints Row 3 remaster, etc.)
filister, do games w Games that I finished this year so far. Probably the best year of gaming for me since 2007

Tell us you don’t have kids without telling us you don’t have kids

ElDuderino96,

Amen to that. Although I did complete RV There Yet with friends tonight.

scottrepreneur,

Actually heard about this game last night lol

ElDuderino96,

It’s worth the $8.

Simulation6, do games w Games that I finished this year so far. Probably the best year of gaming for me since 2007

And you read your Emily Dickinson
And I my Robert Frost
And we note our place with book marks
That measure what we lost

Paul Simon The dangling conversation

DrDystopia, do games w Day 494 of posting a Daily Screenshot from the games I've been playing

… I know those places. I’ve been there. A long time ago.

Kinokoloko, do games w Games that I finished this year so far. Probably the best year of gaming for me since 2007

How do you consider Fallout 76 to be finished, considering it’s a live service game with fairly regular content updates?

yermaw, do games w Gaming Pet Peeves

Indepth tutorials told by dialogue boxes. Run 5 steps.

[Hey player!]

[You know some boxes can be moved right?]

[Just walk up to the box]

camera pans 3 feet to the left to show the box in the centre of the screen

[Press X to grab it]

[And when youre done press X to let go]

[Im sure youll find many uses for this during your adventure]

[Why not try it on that box over there?]

<hmmmm. Seems like im going to need to move that box if I want to get anywhere>

When you get near the box a massive X symbol flashes madly and unmissably above your head, and theres lines on the floor showing where it needs to be pushed to, which is also the only way its programmed to move, literally impossible to do wrong, and you push it like 5 feet.

[Wow! You did it! Looks like you can get to the next area now!]

<I should probably remember that, it could be useful in the future>.

You’re now free to play the game, all the way to the next room, where you’ll spend way longer than necessary learning something a fucking 4 year old could figure out, and you dont even need figured out because its been a staple of games since before you were even born.

vateso5074, (edited )

This is my peeve, over-tutorializing.

I know there are folks out there who are profoundly bad at games, and that’s who these things are made for. I’m reminded of that one gaming journalist who gave Cuphead a bad review because he couldn’t figure out how to double jump and never got out of the tutorial.

But just make it a quick selection when starting a new game. “I’m new here, show me guides” and “I’m an expert, skip tutorial content”. Or even just make the tutorials an optional object interaction in the game that you don’t have to touch if you’ve already figured it out.

But the best games are the ones that teach players how to play organically. Level 1-1 in Super Mario Bros is the common example. Setting the camera controls in the older Halo games was also a work of genius. Newer games are a bit too dense to be able to cover everything quite as quickly and organically as Mario, but you can still offer some similar diegetic hints and just add a little “Help” button for anyone who can’t figure it out on their own.

yermaw,

Thats seriously mental to me. Who the hell can write about games while unable to even double jump?

Its like being a music journalist and not even hearing about the Beatles.

vateso5074,

Yep. Not to say that people who struggle with games aren’t valid or there shouldn’t be accessibility options to cater to them, but when writing professionally about games, you should be a near-expert in how to play those kinds of games, at least at their baseline difficulty.

It’s fine to say “I don’t quite get this game, but I’m sure there are people who do and who enjoy it.” But that can’t be a “review.” When you’re a reviewer, you’re supposed to be an authority. If you admit to not being an authority, then you’re not quite qualified to review it.

It shouldn’t honestly matter, but knowing how many publishers tie aggregated review metrics to their developers’ wages/bonuses/raises (or even if anyone gets to keep their jobs at all), it’s crazy for a publication to have journalists who don’t actually know how to play games just reviewing them on vibes alone. It’s too easy to run the risk of not understanding a core part of the gameplay and just assume it’s the game that’s wrong instead of me (because I want to continue getting paid to review games). So I assign it a negative score because my lack of understanding made the game feel bad, and then a level designer somewhere loses their bonus because the aggregate score was half a point lower than the total stipulated in their contract.

Lojcs, do games w Gaming Pet Peeves

I’m souring on difficulty options lately. How am I supposed to know the ideal difficulty of a game without having played it before? You’re the developer, you designed it and if you’re confident in your game balance you should pick the default difficulty. Better yet, get rid of discrete difficulties and add customizable assist mode instead.

Flamekebab,
@Flamekebab@piefed.social avatar

Whilst I didn’t enjoy the mechanics of Control, I was very impressed at the settings it offered. I could essentially turn off combat if I wanted. Yes, it won’t be the same game experience, but if I choose to play that way - let me!

In the old days we had cheat codes for this stuff. I cheated my way through a lot of games and then revisited later without cheats. Some of those became my favourite games of all time (Theme Hospital and Tony Hawk’s Pro Skater 3 both spring to mind).

Doc_Crankenstein,

“ideal” difficulty is whatever you get the most enjoyment out of. Nothing more or less.

Lojcs,

How am I supposed to know which one that is

Doc_Crankenstein,

By playing the game and adjusting as needed to the experience you are having. That’s what difficulty options are there for. Only you can decide what that is. No one can or should dictate that for you.

Lojcs,

While I do change them if I feel things are seriously off, I don’t think changing the settings mid-playthrough is the solution. It is normal for the same game to have different difficulties at different times so if you’re adjusting difficulty mid fly on a first playthrough you probably won’t get the same highs and lows as intended. It is impossible to know from the first stages how the difficulty ramps up, sometimes they are easier, sometimes they are just mechanically simpler and sometimes they are purposefully difficult so you have to learn key mechanics.

Difficulty options are like consumable potions to me if that makes sense

Doc_Crankenstein,

That metaphor doesn’t make sense to me, sorry.

Gaming experience is subjective. The highs and lows are entirely dependent upon the player and their preferences/capabilities.

It’s your experience, no one else’s. The experience is either fun or frustrating. If it is frustrating, then adjust until it is fun. It’s just that simple. For some, a brick wall challenge is fun and enjoyable, for others, it is time consuming and tedious. Both players are valid and both should have the option to play a game the way they want

The “highs and lows” should come from the storytelling, not the gameplay loop. The gameplay loop should always be fun, engaging, and enjoyable for the player.

JayDee, do games w Samus Aran drawing I made

Is this mostly line work or stippling?

BazaarMonk,
@BazaarMonk@lemmy.world avatar

Mostly just line work and regular shading. The texture of the paper gives it that stippling look.

Infrapink, do games w Gaming Pet Peeves
@Infrapink@thebrainbin.org avatar

Needing to log into an online account to play a single-player game.

When a single-player game keeps pausing to tell me it can't connect to the server.

Lojcs,

Especially when this happens in small indie games.

You were the chosen one Anakin!

JackbyDev, do games w Gaming Pet Peeves

Games that refuse to let you change the difficulty once you begin a game. More broadly, single player games that worry too much about preserving some sort of honor associated with doing well and make it annoying to play. Like rougue likes that have no save and quit for fear of people save scumming.

fakeman_pretendname, do games w Gaming Pet Peeves

Not being able to pause or save at any point.

I’m a “grown-up” these days, but I grew up with games and they’re part of my life, and I love them - but in the larger scale of things, they’re still toys. The requirements of a pet/partner/child/phone call/doorbell will always nearly always outrank them.

“We don’t let you pause because it’s a simulation and and you can’t pause real life so it means the game is more realistic” = piss off

maltasoron,

Yeah, or you can pause the game by opening the menu, but not when you’re in dialogue, when it matters most.

yermaw,

Long cutscene that you’ve tried so hard to reach. Will pressing start pause the game or skip it forever?

bravesirrbn,

One thing I love about the Nintendo Switch, you can suspend any game at any time (except online multiplayer ofc) with a single button press

fakeman_pretendname,

Yeah, the Steam Deck is actually pretty good for this on most games.

On a computer, you can, I suppose, set up a keyboard shortcut to pause the process, but you still think “this should just be part of the game in the first place”.

DaCrazyJamez, do games w Gaming Pet Peeves

When the only difference in difficulty is either by adding more waves of enemies, or giving bosses a bajillion hitpoints.

If I already learned all the game mechanics, and the only scaling is having to repeat them a lot more, that’s poor design.

I dont mean this as much for adjustable difficulty, like easy vs hard mode, but rather in game progression…

Lojcs,

Cries in shadow warrior

vateso5074,

I’d also make that complaint about adjustable difficulty, but to speak to the game progression, I have to agree.

Games should be teaching players what they’re getting into from the very beginning. The tutorial should be “When you do everything right, this is how easy the game is. When it’s not this easy, it means you’re doing something wrong”. That “wrong” thing could be messing up a mechanic, not upgrading your character enough, or you’re trying to go to a later area too early. It’s a teaching moment.

So many games today, at “Normal” difficulty, will throw players into combat encounters where they just basically kill everything in one hit. So players in the tutorial think “This is a bit too easy, I’m going to up the difficulty to Hard”, but then they don’t realize that everything gets harder when you exit the tutorial, and then over the course of the game the difficulty keeps outpacing your progression.

As far as the difficulty slider goes, I think it’s always better when harder modes just make you easier to kill, rather than enemies being more difficult to kill. There’s often a good balance that can be struck between the two, but too many games just opt for just making enemies tankier and tankier, which ends up turning the “difficulty” slider into a “time/resources waster” slider.

Suck_on_my_Presence, do games w Gaming Pet Peeves

‘Puzzles’ that are just fetch quests for numbers or pieces of something.

It’s so boring and such a waste of my time.

Let me circle these four pillars to find the numbers on them and plug them into the whatever keypad. Wowie. What a head scratcher. I sure feel like I solved a thing, boy howdy.

Doc_Crankenstein,

Yea, if it’s a lock code or but you’re not gonna make me think or work out what those numbers are, like finding calendars dates or other info from the game world and needing to piece it together, then just make it a damn note to find instead of making me hunt around for each individual number or those lame “match the symbols” shit. Those are so lazy.

darthelmet, do games w Gaming Pet Peeves

WHY THE HELL ARE GAMES SO LOUD ON STARTUP???

There are others but this is one I just can’t believe is a thing. It’s so fucking simple to fix. Just start the volume on the lower end and if it’s too quiet I can raise the volume or just give me a volume slider first thing on initial load before any sound is played and let me find the right levels with a test sound before playing any menu music or something.

PaupersSerenade,

This and full white dev/publisher logo screens. I have a pretty large HDR monitor and whenever I boot up a Bandai Namco game I’ll flashback myself if I don’t look away in time.

Thadrax,

Isn’t this what the volume on your sound system is supposed to do? Master volume in a game should be pretty much maxed out by default and the volume on whatever you use to output the sound should be set so loud isn’t blowing your ears out.

Unless you are actually complaining about sound levels of stuff that shouldn’t be loud (like menu clicking or background music) but that’s relative sound levels of different categories in the game, not the master volume.

Doc_Crankenstein,

Nah, I get what they are saying; games are just unusually loud. I can have my sound system’s volume when streaming YouTube or something on my PS5 set to a decent level but when I switch to a game I have to cut the volume in half if I haven’t messed with the settings yet.

Idk why this is a thing but it is.

darthelmet,

Yeah basically this. My system volume is exactly where it needs to be for anything else I’m doing. Videos, music, voice calls, etc. I shouldn’t have to basically mute my system to not go deaf when I launch a game for the first time.

vateso5074,

Reminds me of the first time I booted up Elden Ring. The title screen started up and I heard some music, but it was so quiet. I turned up the volume and then a second later thought I almost blew out the speakers on my headset.

Context for anyone who has not heard the title music for Elden Ring.

BurgerBaron,
@BurgerBaron@piefed.social avatar

I’ve noticed more and more indie devs at least have begun to set master volume lower by default. I appreciate that.

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