I’ve been thinking about making this thread for a few days. Sometimes, I play a game and it has some very basic features that are just not in every other game and I think to myself: Why is this not standard?! and I wanted to know what were yours.

I’m talking purely about in-game features. I’m not talking about wanting games to have no microtransactions or to be launch in an actually playable state because, while I agree this problem is so large it’s basically a selling when it’s not here… I think it’s a different subject and it’s not what I want this to be about, even if we could talk about that for hours too.

Anyway. For me, it would simply be this. Options. Options. Options. Just… give me more of those. I love me some more settings and ways to tweak my experience.

Here are a few things that immediatly jump to my mind:

  • Let me move the HUD however I want it.
  • Take the Sony route and give me a ton of accessibility features, because not only is making sure everyone can enjoy your game cool, but hey, these are not just accessibility features, at the end of the day, they’re just more options and I often make use of them.
  • This one was actually the thing that made me want to make this post: For the love of everything, let me choose my languages! Let me pick which language I want for the voices and which language I want for the interface seperatly, don’t make me change my whole Steam language or console language just to get those, please!
  • For multiplayer games: Let people host their own servers. Just like it used to be. I’m so done with buying games that will inevitably die with no way of playing them ever again in five years because the company behind it shut down the servers. for it (Oh and on that note, bring back server browsers as an option too.)

What about you? What feature, setting, mode or whatever did you encounter in a game that instantly made you wish it would in every other games?


EDIT:

I had a feeling a post like this would interest you. :3

I am glad you liked this post. It’s gotten quite a lot of engagement, much more than I expected and I expected it to do well, as it’s an interesting topic. I want you to know that I appreciate all of you who took the time to interact with it You’ve all had great suggestion for the most part, and it’s been quite interesting to read what is important to you in video games.

I now have newly formed appreciation from some aspects of games that I completely ignored and there are now quite a lot of things that I want to see become standard to. Especially some of you have troubles with accessibility, like text being read aloud which is not common enough.

Something that keeps on popping up is indeed more accessibility features. It makes me think we really need a database online for games which would detail and allow filtering of games by the type of accessibility features they have. As some features are quite rare to see but also kind of vital for some people to enjoy their games. That way, people wouldn’t have to buy a game or do extensive research to see if a game covers their needs. I’m leaving this here, so hopefully someone smarter than me and with the knowledge on how to do this could work on it. Or maybe it already exists and in this case I invite you to post it. :)

While I did not answer most of you, I did try and read the vast majority of the things that landed in my notifications.

There you go. I’m just really happy that you liked this post. :)

    • Koordinator_O@beehaw.org
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      1 year ago

      This so much. Hate it when the cat desides to destroy the whole flat for no actuall reason. You test the pause button just to see it is skipping and you did not safe before the cutscene. so no going back watching the scene.

  • root@aussie.zone
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    1 year ago

    I would be nice if the game detects that it’s been quite some time since I last played, and give a quick refresher of the keybinds as well as brief rundown of recent missions completed / story-so-far.

    • shrugal@lemm.ee
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      1 year ago

      I loved how the Witcher 3 did a brief recap of the current story step in the loading screen, just enough to make you remember what was going on.

  • sandriver@beehaw.org
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    1 year ago

    I have cognitive impairments and it does my head in that it’s still hit or miss whether games have rewindable text and voiceovers. Definitely my favourite thing in a game is eing ale to open a dialogue log and even replay voiced lines. Should be in every game, it’s such a small accessibility thing.

  • svamp@lemmy.ml
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    1 year ago

    Parent mode, haven’t played in a while? Here is a recap of the story so far and here is what you did last time you played.

  • Samus Crankpork@beehaw.org
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    1 year ago

    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.

  • trustnoone@lemmy.sdf.org
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    1 year ago

    I wish I could choose size of font, so many games have a font that only works on certain TVs or played in handheld mode.

    Also I wish we could all align in settings menu at some point, so I’m not hunting down these weird unexpected settings.

  • liminalDeluge@beehaw.org
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    1 year ago

    Phobia-friendly settings/modes. There are so many games that I can’t play or have to find a mod for because the fantasy genre is obsessed with giant spiders. The only way I could ever play Skyrim was with the Arachnophobia mod that replaced all spiders with bears. I haven’t played Grounded, but I know it has an arachnophobia setting that can simplify/cartoonify the spiders or replaces them with floating orbs. I’d love to see these types of settings in more games, and ideally similar settings available for other common phobias/triggers besides spiders and blood.

    • Jako301@feddit.de
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      1 year ago

      Satisfactory swaps the giant spiders with cat heads and even with my slight arachnophobia, I still prefer the spiders. The cat head floating towards you are somehow even creepier.

    • tal@lemmy.today
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      1 year ago

      The only way I could ever play Skyrim was with the Arachnophobia mod that replaced all spiders with bears

      I can only imagine this.

      Villager: “Chosen One, you must slay the Queen…”

      Poorly-recorded masculine voice cutting in: “Bear”

      Villager: “…before her egg sacs hatch and all of her…”

      Poorly-recorded masculine voice cutting in: “bear cubs”

      Villager: “…start swarming over the area!”

      • liminalDeluge@beehaw.org
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        1 year ago

        One fun thing about the mod is that it doesn’t disable crawling on the walls/ceiling or descending from a web, so sometimes you’ll wander into a cave and a massive bear will just roar at you as it slowly floats down from the ceiling before it can charge at you properly. All the cobweb/spiders’ eggs items were replaced with “Cave Bear Honeycomb,” too.

  • Poopfeast420@feddit.de
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    1 year ago

    I’ve been playing a bunch of CRPGs the last couple of months (BG3, BG1 Enhanced, Pillars 1, Divinity 2, Pathfinder Kingmaker currently) and games like this need keywords highlighted in texts and tooltips. Some of the newer ones do this a bit already, but it’s pretty inconsistent and not enough in my experience.

    BG3 could use some lore popups, so you can learn more about the world, the gods, races, etc. Also, even some really basic mechanics could use it, if you just have very little experience. What does Save or Saving Throw mean exactly, which stat matters for specific spells, etc.

    Pathfinder does the lore popups already and some stats get an explanation, but not nearly enough for me as a complete newcomer to the system.

  • tal@lemmy.today
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    1 year ago

    Keep a rotating history of 20 or so autosaves/checkpoints, not 1, in case the last autosave was at a bad spot. Storage space is cheap. Yeah, I can do that myself with manual saves, but why make me do that? Maintaining that isn’t a fun part of the game for me, and it’s easy for the developer to do.

    • ono@lemmy.ca
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      1 year ago

      Baldur’s Gate 3 does this, and the number of saves is configurable. It’s nice.

  • flameguy21@lemm.ee
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    1 year ago

    It’s mental to me that most console games still don’t let you change the controller bindings like you can on PC.

    • tal@lemmy.today
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      1 year ago

      A lot of PC games let you change mouse and keyboard bindings, but not controller bindings, because they have “keyboard and mouse mode” or “console mode” if the controller is used.

      I’ve got no problem with having a sensible set of defaults, but if I get a controller with more buttons, unless this is a competitive multiplayer game that needs a level playing field, I’d like to be able to take advantage of them.

  • Argongas@kbin.social
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    1 year ago

    Unless it’s an online multiplayer game, let me pause whenever! Playing Starfield now and it’s so annoying that you can’t pause during dialogue or ship fight by hitting ESC.

  • HalJor@beehaw.org
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    1 year ago
    • Make the story automatically skippable. Every time. Many games explain the mission/objective in a short sentence or in the minimap anyway. Don’t make me watch a long cutscene or press/hold a button to skip the dialog. I’m never going to care.
    • Always have a tutorial or practice area to remind me how to play the game after I put it down for a month or so. Bad enough that the controller map is hidden in the menus (if there even is one). It don’t help much to just say what all 16 +/- buttons do, depending on what mode I’m in. I have to actually use them to get back into the swing of things, and I’d rather not jump right into the action (and potentially lose progress) right away.
    • PelicanPersuader@beehaw.org
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      1 year ago

      In the complete opposite direction, “I just want to enjoy the story” mode, which simplifies or removes more mechnically difficult sections of the game. A few games have this and it’s great. I appreciated it in Danganrompa.

      • Klear@beehaw.org
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        1 year ago

        System Shock had that. Enemies never attacked first and they all died in one hit.

  • StillNotAHero@artemis.camp
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    1 year ago

    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.

    • coyotino [he/him]@beehaw.org
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      1 year ago

      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.

  • Clav64@lemmy.ml
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    1 year ago

    Story mode / Infinite lives / invincibility modes.

    Difficulty should not be a barrier for entry. I like how Insomniac games like Ratchet and Clank, and to a lesser extent Spiderman, offer a really easy mode for those who just want to blast away or swing around New York.

    • littlecolt@lemm.ee
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      1 year ago

      I bought FFXVI on launch day and decided to go the story difficulty. Best decision ever, and such an interesting way to do it. You basically get these special rings that make aspects of the game easier, like dodging and attack timing. You can always unequip them if you want to try the game with harder mechanics. The rings also take accessory slots, which you only have 3 of, so you have have to consider things like “Do I want this agility boost? Or my time-stop dodges?” Interesting to trade out game nerfs for stats or other effects.

      But yeah. Story modes are great. I played Horizon on easy. Had a blast and didn’t get frustrated.

    • jjjalljs@ttrpg.network
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      1 year ago

      One of the worst arguments I had online was me saying that’s great in single player but not unilaterally in multiplayer, and people got mad. I still think about it sometimes.

      But generally yeah, agreed. Caves of Qud added a roleplay mode so dying sends you back to town instead of forcing a new game, and it’s real nice even if it’s not the traditional rogue like.

      • tal@lemmy.today
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        1 year ago

        I think that part of the problem in the case of Caves of Qud is that traditionally, the roguelike genre was aimed at having relatively-quick runs. So losing a run isn’t such a big deal. Your current character is expendable. But many roguelike games – like Caves of Qud – have, as they’ve gotten ever-bigger and gotten ever-more-extensive late games, had much, much longer runs. Cataclysm: Dark Days Ahead can have a character easily last for weeks or even months of real time. If you sink that much time into a character, having them die becomes, I think, less-palatable to most players. So there’s an incentive to shift towards the RPG model of “death is not permanent; it just throws you back to the last save”.

        Just as some roguelikes have had longer runs, some games in the genre have intentionally headed in the direction of shorter runs – the “coffee break roguelike”. The problem there is that roguelikes have also historically had a lot of interacting game mechanics in building out a character, and if you put a ten-minute cap or so on a run, that sharply limits the degree of complexity that can come up over any given run for a character.