Perhaps. But if a boss is too hard, I also see a lot of people starting over to redo the earlier bosses with a different build. I’ve done that a fair amount on other games.
I’ve played around 1k hours of Europa Universalis IV and I’ve never completed a campaign (gotten to the last year in the game), because I find I’ve completed my goals about halfway or two thirds of the way through the time line. The same goes for most Civ games, I just quit and restart once I know I’ve won.
I imagine Elden Ring is similar for many people, they play a character for a couple dozen hours and restart with a new character.
That’s quite a lot for a SP game. Most games I’ll get 10-30 hours, 40-50 if I really like it. There are some outliers where I get hundreds of hours, but must games will be in that range.
You can tune those, though the tighter you make it, the more likely you’ll run into drift issues. Replacing with hall-effect sticks is absolutely reasonable if you’re playing a lot of racing and similar games that benefit from slight adjustments near the neutral point. I mostly play action games, so I slam my sticks against the edges most of the time.
I totally understand size issues though. The Deck works a lot better with larger hands, so if yours aren’t large enough, it could be uncomfortable.
highend gaming product
I don’t consider the Steam Deck “high end” at all. There are handhelds with hall effect sticks and higher end graphics.
menus include pause menus, talent trees, inventories, all that kind of stuf
Right, which is why I specifically said there’s an exception for menu-heavy games like 4x and grand strategy. If we’re mostly talking about launch and pause menus (which was my intent), that’s a small scope of work, as in weeks, not months.
You can absolutely build that in a few days, and then redo it later once UX has decided what needs to go there. It’s pretty similar game to game, so build it properly once to be data driven, and then tweak the UX and options a bit for each game. Optimization is generally done pretty late in the dev cycle, so those options don’t need to exist until later in development anyway, and that’s like half the work.
The important thing is to have your UX team iterate on it before your devs get involved, so it’s ready. And have them build it out while optimizing things for release. Your menu systems don’t need a ton of testing relative to the actual mechanics and gameplay.
it is possible to setup everything in a very generic way that is data-driven, but that also is a lot of work
Sure, but it can also be reused in future games. Separate styling from behavior and you can make it look unique for every game with minimal code changes.
If you’re spending months on your menu system, you’re doing something wrong. Bang it out in a few days and revisit just prior to launch. It’s really important because it’s the first thing players use, but it can also be overhauled late in development because it doesn’t impact much.
I would understand if it was a complex in-game menu system for a grand strategy or 4x game or something, not for a game launch menu. Get your UX team to iterate a bit during development and have devs throw it together once the major features are ready and it’s mostly time for bug fixing and polish.
Yeah, it’s kinda big. I happen to have big-ish hands, so it’s fine, but I still wish it was a bit smaller. The Switch is too small though, so I mostly play with my Pro controller on the TV.
I do love my Steam Deck though. I love playing in bed while having access to all my PC games.