Hear me out. A few games have shader installations that will usually apply any new settings you put down AFTER you restart the game, and a lot of other games have graphics settings that will only apply after you’ve rebooted the game.

I don’t think it would cost developers ANY amount of money or any significant development time to add a “Reboot game” button (or toggle) every time the player presses the quit button, or give the player a prompt every time they change a setting that requires a game restart (like in both PC versions of GTA V).

I also think ANY game should have a “full potato” mode capable of running in older computers with NONE of the fancy graphics stuff that we have access to today, despite having a decent computer now.

  • BigMilk13@lemmy.world
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    11 hours ago

    The first time I boot up the game, immediately show me the settings menu. Whether its window settings, sound volume, subtitles, or graphics settings, please do not make me sit through a long cutscene or (god forbid) make me play the game without being able to adjust settings first. Sometimes the window is screwed up, the graphics are pushing my system too hard, or any number of other issues on first boot.

    I can think of 1 or 2 games that booted to settings or booted to a truncated settings menu with common settings, but I would love if this became standard for all PC games.

    • HeyListenWatchOut@lemmy.world
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      5 days ago

      Hey now… Don’t forget camera bob, “lens dirt,” chromatic aberration, and vignette!

      AKA - the video game graphics equivalent of “beer goggles.”

      • Venator@lemmy.nz
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        3 days ago

        Post Processing - Low usually does the trick 😅

        But then it sometimes turns ambient occlusion off too… 😞

        • HeyListenWatchOut@lemmy.world
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          5 days ago

          I’m okay with a little chromatic aberration and vignette.

          Why? It’s literally something that pro camera tools have added in-software fixes for to remove them. Like - if you’re simulating an old JVC vidicon tube camera and wanting to make something specifically look like an image capture device from a specific time, I get it, but otherwise, it just seems like a way to hide the fact that your graphics aren’t quite hitting the realism mark and you think if you obscure it a bit, players will think it looks more “real.”

          • Assassassin@lemmy.dbzer0.com
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            5 days ago

            I’m very aware, I’ve spent quite a bit of time over the years removing them from photography projects.

            For vignette, it accomplishes a lot of the same thing in games as it does in photography in general: it is a subtle focus shifter. For some games - like some photos - I enjoy that little bit of extra emphasis on the center of the screen.

            For chromatic abberation, i generally avoid it in photography, but it can be used for effect. I feel like that’s also true to a point in games. Over the top CA feels like trying to watch something without 3d glasses. A little bit on the fringes can give a smidge of retro (and, oddly, futuristic) style for effectively no compute cost. It’s definitely overused though, and I tend to turn it off more often than not.

            • HeyListenWatchOut@lemmy.world
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              5 days ago

              Agreed on the “shifting focus” part for vignetting specifically - but everything else… outside of specifically tailoring to fit a particular “aesthetic” I think are crutches that are generally used to obscure an overall graphical presentation in order to work in a similar way to how squinting your eyes works.

              I agree that highly stylized games like “Bodycam…”

              …use things like a specific kind of grain, noise, distortion, aberration, etc. to create a highly appealing visual aesthetic designed to match an actual low-fidelity police body camera, but Battlefield and CoD have much less excuse in my book.

              The camera aesthetic stuff only makes sense on things like the AC-130 killstreak in CoD where you’re emulating the on-aircraft cameras actually used in the real deal.

    • [deleted]@piefed.world
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      5 days ago

      Those two features frequently make me nauseous! Being able to turn them off or at least down is a necessity for me.

      • Bluegrass_Addict@lemmy.ca
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        5 days ago

        my friends always want to ‘ppay the game the way it was intended’… cool, I’m still disabling all the crap that makes me not see the game properly.

      • RaphaelSchmitz@feddit.org
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        3 days ago

        Maybe the amount can go to hell, but bloom itself is more realistic in regards to how light and our eyes work.

    • Bosht@lemmy.world
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      4 days ago

      I cannot name the amount of times I’ve tried to press escape and skipped a cut scene when all I’m trying to do is bring up the menu to pause. I’ll add to this ‘cinema mode’ which some games have. Let’s you go in and view cutscenes again. Should be standardized.

    • Lenna 🔞@piefed.ca
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      5 days ago

      And by OFF, we mean actually off. The last thing I want is the game to push out a minor update 5 years after its last update, and all of the mods I have are now broken.

      • mic_check_one_two@lemmy.dbzer0.com
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        Yeah, you should be able to pick a specific version number for single player games. I’m fine with it defaulting to “latest”, but at least give me the option to stick to a specific version.

        Also, fuck the “Would you like to share all data with the publisher, or only limited data” bullshit. It’s a single player game with no multiplayer whatsoever. I shouldn’t need to share any data with the publisher. If I see this shit, the game immediately gets blacklisted in my firewall.

        • B0NK3RS@lemmy.world
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          5 days ago

          That is a reason why offline installers are so important. At the very least we should be able to disable auto updates and still launch the (outdated) game.

    • emb@lemmy.world
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      5 days ago

      Reminds me of one of my biggest pet peeves - a bunch of games will pop up a warning “Oh no, you’re not on the Internet! Some stuff won’t work!” on start up, always. Hate it, unless I’m trying to connect to a multiplayer mode of some sort.

      A setting like this should ideally prevent those.

      • ghostlychonk@lemmy.world
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        5 days ago

        The most frustrating for me was Immortals: Fenix Rising on the Switch. I refused to create an Ubisoft account and actually had to put my system on airplane mode so it would stop trying to force one on me.

    • CosmoNova@lemmy.world
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      4 days ago

      If there is something better than opensnitch for this on Linux someone tell me. It‘s so annoying to block applications from accessing the internet on it. I‘ve tried like 4 different methods.

  • [deleted]@piefed.world
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    5 days ago

    The ability to pause should be a requirement for single player games. Not being able to pause long cut scenes, combats, etc. is so frustrating when nobody else is impacted.

    Any game completely opposed to pausing for whatever design reason should instead be required to have a minimum of 30 seconds between pauses to allow for interruptions while playing without it allowing for rapid pauses to impact game play. 30 seconds minimum is because of how many interruptions are immediately followed by another interruption by kids/spouses/parents/pets.

    • mic_check_one_two@lemmy.dbzer0.com
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      5 days ago

      Cutscenes especially. The pause button should pause cutscenes, with an option to skip the cutscene on the pause menu. The pause button should never just outright skip the cutscene. It should always pause the cutscene.

      So many times as a kid that my mom would walk in and start talking right as a cutscene started. And when I’d go to pause it, it would just skip the entire fucking cutscene instead.

      • [deleted]@piefed.world
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        5 days ago

        Yeah, pause and skip should be separate things. I have some games pm PC where the ESC key pauses and brings up the menu but to skip the scene you have to be watching it and then hold some specific button like mouse 1 for a couple of seconds to skip. Those are my favorites because I have time to reconsider skipping!

      • SCmSTR@lemmy.blahaj.zone
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        4 days ago

        Oh yeah that was the worst. Game devs really shooting themselves in the foot with that design.

        Once paused, should it just be a single button? Maybe a menu with an “are you sure? Y/n”, or maybe a hold down one or two buttons together for a couple seconds like on consoles?

    • Katana314@lemmy.world
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      4 days ago

      Watch Dogs 2 had an “invasion” system like Dark Souls, but it also allowed pausing in the world anytime you weren’t being invaded. It’s been a nice thing to point to anytime Souls fans make that excuse.

    • SCmSTR@lemmy.blahaj.zone
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      4 days ago

      Yeah no-pause feature was cool for one or two games as a gimmick, but Jesus h christ I’m an adult now and sometimes you need to freeze everything RIGHT NOW and single player games that you can’t pause are stupid as hell. Like I get maybe not pausing for accessing gear menu. But then at least give us a separate pause in case I have to run to the post office or take a business call or something

    • evasive_chimpanzee@lemmy.world
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      5 days ago

      I’m sure I have seen it before, but I can’t think of a single game that lets you pause during a cutscene. It really sucks for turn-based games where you need to watch whats happening when it’s not your turn in order to respond correctly.

      I remember a game I used to play years ago that had no ability to pause, so what i would do is alt+tab to the task manager and suspend the process, and then resume it later. Obviously that’s way more clunky than just hitting a pause button.

      • Lojcs@piefed.social
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        5 days ago

        Conversely I can’t remember a game in recent memory that didn’t let me pause in cutscenes.

        Just off of my head: Ubisoft games, Control, Shadow of Mordor, Crysis, Witchers, Borderlands 2, Devil May Cry, Celeste had it.

      • [deleted]@piefed.world
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        5 days ago

        I have played a lot of games where pausing the game to get to game menus pauses cutscenes, generally ones where they use in game assets to do the cut scene. I would have to check to confirm, but I think BG3 let you pause by going to the menu and there was also a separate option to skip the cuts scene.

        Definitely played a lot with unskippable cut scenes too. Mostly avoid those games now.

      • dukemirage@lemmy.world
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        5 days ago

        It’s been a very common feature for the last few years and has been very rare before that so it really depends on when you started playing new releases. I’m in my mid-30s and pausing mid-cutscene definitely happended after I stopped being excited about my birthday.

        • evasive_chimpanzee@lemmy.world
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          5 days ago

          Yeah, I’m probably what you’d call a patient gamer. Usually not playing anything more recent than 5 years old, and often way older.

      • dogslayeggs@lemmy.world
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        5 days ago

        Ghosts of Yotei lets you pause during cut scenes. It doesn’t let you skip most cut scenes, though.

      • Malix@sopuli.xyz
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        5 days ago

        started Red Dead Redemption 1 last night, seems like just hitting esc during cutscene pauses it.

        Admittedly I was wanting to go to settings and drop some settings, but that’s only allowed during gameplay, not cutscenes x)

    • djdarren@piefed.social
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      4 days ago

      I recently started another play through of RDR2, while figuring out the settings on my old Linux gaming PC. I’d forgotten how long it is between save points during that oh-so-long first segment up in the mountains. Christ. Having to play for half an hour just to get to a point where I could save up.

  • LiveLM@lemmy.zip
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    5 days ago

    An option to choose what controller glyphs I want to use (Xbox, Playstation, Nintendo, directional) and a option to always use those glyphs even when mouse input is detected, so I can use Gyro without the glyphs constantly flickering ☺️

    • CileTheSane@lemmy.ca
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      4 days ago

      I prefer the 4 circles glyphs that shows the appropriate face button highlighted. It’s device agnostic and helpful when I’m switching between playing on my Switch and playing on my PC with an Xbox controller.

  • SCmSTR@lemmy.blahaj.zone
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    4 days ago

    Enterable values for mouse sensitivity.

    No sliders.

    I’m talking, down to at least the thousandths place decimal, and up as high as I fucking want. This allows your mouse sensitivity to not only account for how you play, but also how everybody else plays.

    And if you’re one of those devs that has the aiming be different than mouse cursor, or even MULTIPLE mouse cursor speed settings, HAVE ENTERABLE VALUES FOR THOSE TOO!!

    Sometimes I’m at 1% and it’s too high still.

    Sometimes I’m at 1% and it’s too low and 2% is too high.

    • furry toaster@lemmy.blahaj.zone
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      4 days ago

      also, a standard to mouse sens values, a value of 10 should be same across everything, games made in the same engine usually handle the values the same which is great, I for example have the same sens across all source games, but this usually doesnt carry to diferent engines let alone random one off games with custom engines

    • Bosht@lemmy.world
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      4 days ago

      Fucks sake this for me. Why the fuck there isn’t standardization between games on this is beyond me. I have to go through fucking with mouse sensitivity on every damn game. This is part of the reason I died out of multiplayer tbh.

    • MajorasTerribleFate@lemmy.zip
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      3 days ago

      Every time I see a slider for any damn setting that ends up going from, say, 3.48 to 3.51 unless I go REALLY SLOWLY, in which case maybe it goes 3.48 3.49, 3.51, or whatever nonsense where I can’t just get my nice round number. Let me type the stupid number.

  • Auth@lemmy.world
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    4 days ago

    Every game should have the option to toggle motion blur off, toggle frame gen and upscaling off.

  • hikaru755@lemmy.world
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    5 days ago

    Not quite a setting, but every game should be required to tell you how long ago the last save was when you quit the game. I absolutely don’t understand why it’s only a tiny minority of games that does this, it is such an obvious thing to do

      • hikaru755@lemmy.world
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        4 days ago

        I’m thinking specifically when you exit the game, and it says “Are you sure? All progress since you last saved will be lost”, it should just have an additional “(last saved 2 minutes ago)” line in there. I think the recent Spiderman games did that, iirc

        • SCmSTR@lemmy.blahaj.zone
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          4 days ago

          Ah yeah, then absolutely. Warning you that you may be fucking up and then having you quit on faith is an insane move by a dev.

      • Kangy@lemmy.dbzer0.com
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        4 days ago

        Well yes and no. Stellar Blade for example. When you click exit to desktop it pops up the usual unsaved data will be lost stuff but also has a timer below it showing when the last save was made

  • saplyng@lemmy.world
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    3 days ago

    If your game supports controller give me the option to change the button faces to whatever I prefer. Some people like Nintendo button layout, others PlayStation, other Xbox. Whatever it is, don’t hard code one set - they’re just some pngs, support them all.

  • dual_sport_dork 🐧🗡️@lemmy.world
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    5 days ago

    All controls should be remappable. All means all. Not most, not some, and certainly none of this bullshit where all you can do is toggle between “XBox 360 controller layout A/XBox 360 controller layout B.” This is especially true for titles on consoles, many of which still to this very day don’t allow you to remap their controls at all.

    For 3D games, field of view. Far too many developers of FPS titles in particular have Console Disease, and feel it’s somehow acceptable to lock the FOV to 70° or some absurd number. If they allow you to adjust it at all they may be feeling “generous” enough to let you go as high as 90°. That’s completely unacceptable. On my 4K monitor that’s 25" from my face, I need at least 120°. Honestly, I want to see that slider go up to 180°. That’s right, I want to be able to look at your game world like a goddamned pigeon. On that note I really have to wonder what those people with those 3840x1080 überwide monitors do most of the time, other than spending their days in never ending torment.

    Allow me to turn off the stupid pre-launch splash titles. Certainly at least after the first startup. I certainly don’t need to be told that nVidia is the way it’s meant to be played, or that your company licensed Havok, or who your publisher is, or who your publisher’s owner is, or who your publisher’s owner’s owner is, etc. Nobody cares. Usually instead you have to resort to replacing the .mkv or .bik files in the game folder with zero-byte text files or something. It’s dumb.

    While we’re griping, and speaking of Console-Itis, does every PC game now need to have an unskippable message telling me that this game has auto save and urging me not to turn off my PC when the icon is being displayed? Really? Nobody’s going to do that. Tell me your game is a shitty console port without telling me your game is a shitty console port. To keep this on topic, let’s have a setting to turn that off, too, because it’s stupid. Off by default would be nice. Should there be an Idiot Mode toggle?

    Granularity in subtitles. It seems too many games only have two settings: All subtitles off, or they assume you’re completely deaf. Typically I want to be able to read what characters are saying in their voice lines, but instead the developers also think I need to see the bottom third of my screen filled with [BOOM] [GUNFIRE] [JUKEBOX MUSIC] [FOOTSTEPS] [BOOM] [GUNFIRE] [BOOM] [BOOM] and so on and so forth, all the time. They should either categorize sounds and make their subtitling things individually selectable, or at least if they insist on making it a slider give it three or four levels: Off, cutscene/conversation dialog only, all spoken lines (“Cover me!” “Reloading!” “Never should have come here!” etc.), and then only the top level resulting in every single cricket and rustle of grass being captioned. Some games do manage to accomplish this. Many do not.

    Oh, I thought of a good one to add to my wish list. I want every game to bring back the sound test menu. But they won’t, because every studio on Earth now wants you to spend an extra $15 for their game’s soundtrack. (As if it’s not all going to be on Youtube about twelve seconds after release anyway…)

    • mic_check_one_two@lemmy.dbzer0.com
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      5 days ago

      Allow me to turn off the stupid pre-launch splash titles.

      I can guarantee that those splash titles are included because of contractual obligations. The same way a movie lists the publishing companies in the intro. Including a “skip after first launch” option would violate their contract. If it were up to a game’s director, they would almost universally prefer to drop you straight at the title screen. But they legally aren’t allowed to do so.

      Oh, you want us to publish your game? We can require the game designer to show our logo for {x} seconds when the game launches. Oh, you want your game to be G-Sync compatible? Nvidia can require that you show their logo for at least {x} seconds when the game launches. Oh, you want to use our game engine to build your game? Unreal can require that you show their logo for {x} seconds when the game launches. Et cetera…

      • ampersandrew@lemmy.world
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        5 days ago

        Quite famously, Unity had a reputational problem because of this. Free users were required to show the splash screen, but companies with larger war chests could pay the higher rate to skip it. It led to Unity being associated with low-budget and amateurish games, while higher quality games running on the same engine, which would be better advertising for Unity, tended to not show the logo.

      • SCmSTR@lemmy.blahaj.zone
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        4 days ago

        Verified.

        A couple years ago I made a game and used Wwise and was required to have a splash screen at startup

    • dogslayeggs@lemmy.world
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      5 days ago

      Fully remappable controls is my biggest wish. I hate WASD and swear by EDSF, but some games like Fallout 4 hardcode some controls. E is hardcoded to “interact” or “open door” or something, but the game DOES let you map “move forward” to E. So I can run around like normal, but every time I run past a door it auto opens to a zombie hiding behind it.

    • ampersandrew@lemmy.world
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      5 days ago

      To be fair to devs, increasing the FOV has a lot of performance implications on how much less they’re culling from the scene as you rotate the camera. In this era of open world games, I suspect it scales very poorly as that FOV increases. Temporarily increasing the FOV is also one of their handy tricks for giving you a sense of speed when you hit a boost button and whatnot, so whatever your FOV is, they need to make it more than that.

      Sound test menus are a remnant of arcade design, and when arcades starting dying, this feature made less sense. The OST sale is usually more of a revenue stream for the game’s composer, as I understand it.

      • dual_sport_dork 🐧🗡️@lemmy.world
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        5 days ago

        performance implications

        That might be fine for consoles which have known performance limitations built in. But if I’m on my PC, let me make that decision. Don’t try to make it for me.

        • ampersandrew@lemmy.world
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          5 days ago

          I understand the desire, but then that might have implications on support tickets, advertised system requirements, separate maintenance and optimizations for only one platform, etc. It might be that turning up the FOV even a smidge over their maximum requires a super computer that doesn’t even exist yet, depending on what it has to render and how it works under the hood.

    • zerofk@lemmy.zip
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      4 days ago

      While we’re griping, and speaking of Console-Itis, does every PC game now need to have an unskippable message telling me that this game has auto save and urging me **not to turn off my PC** when the icon is being displayed? Really? Nobody’s going to do that. Tell me your game is a shitty console port without telling me your game is a shitty console port.

      This one, along with “press any button to start”, annoy me so much. There is absolutely no reason to have to press a button before even entering the main menu. If you need it to determine the type of input device, that can be the first press on the menu.

      Treat PC games as PC games, even if you make them cross platform.

    • SCmSTR@lemmy.blahaj.zone
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      4 days ago

      Sliders are the problem.

      They encourage a maximum and a minimum.

      Just let people enter values.

  • creature@lemmy.world
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    5 days ago

    pausing during cutscenes - it’s weird that this isn’t always an option even in AAA

  • flamiera@kbin.melroy.org
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    5 days ago

    When I want to quit your game, I mean it.

    I do not want to be prompted several times as attempts to keep me in the game when I just want to leave.

    • VindictiveJudge@lemmy.world
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      5 days ago

      Relatedly, I’ve noticed ports of console games, particularly by Japanese devs, and especially Sqeenix, not actually having an option to quit to desktop. Sometimes hitting Esc will pop a plain system theme window with an option to close the program, but I’ve seen ones that didn’t even have that and had to be killed externally. It’s not as bad as it used to be, but even exiting DragonQuest 11 is a pain.

      • This is also hella common in a lot of online or multiplayer live service games recently. Forces you to alt-F4 if on PC. Especially bad with Sony’s playstation ports; they treat it like you’re on the PS5 and can just switch games to automatically close the running one.

    • Krudler@lemmy.world
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      5 days ago

      I just want to let you know that when I was director of production at a multimedia studio, one of the rules in my ux design “bible” was that an interface must never present an “are you sure” prompt to a Quit action. Yes there were fights over it.

      • tal@lemmy.today
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        4 days ago

        Historically, it was conventional to have a “you have unsaved work” in a typical GUI application if you chose to quit, since otherwise, quit was a destructive action without confirmation.

        Unless video games save on exit, you typically always have “unsaved work” in a video game, so I sort of understand where many video game devs are coming from if they’re trying to implement analogous behavior.

      • IronBird@lemmy.world
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        4 days ago

        might sharing that, i had kinda started my own recently but curious if i missed anything obvious

    • octobob@lemmy.ml
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      5 days ago

      I just mash mod key + backspace on hyprland to kill it haha. Bye mfer!

      But also sometimes lately hyprland hasn’t been playing as nice with steam games and my mouse doesn’t interact with the game. The fix I found is to fling the steam client over to the other monitor. Works I guess. Linux problems lol.

      • Ephera@lemmy.ml
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        4 days ago

        There’s a roguelike I play, which combats save-scumming by only giving one save slot per character. And so the only reason to save the game, is when you’re done playing. So, you hit Ctrl+S to save, and it instantly quits as well. 🙃

        • SCmSTR@lemmy.blahaj.zone
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          4 days ago

          Which is interesting, because at least for me, the main reason I try to save often like that is because of games like bethesda games or other games that don’t autosave and will crash, losing you HUGE amounts of progress.

          • Ephera@lemmy.ml
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            3 days ago

            Ah yeah, it does auto-save regularly, too. But I don’t think, I’ve ever seen it crash without me doing some out-of-game fuckery. 🙃

            Well, and of course, losing progress is baked into the gameplay of a roguelike, so whether your savegame corrupts or you die yet another stupid death, you just start another run and you’re right back into the action.

  • gustofwind@lemmy.world
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    5 days ago

    This is totally unrealistic but it would be sweet if there was a button for showing you a compilation of recent cutscenes or something for when you havnt played a story heavy game in a while and forgot what’s going on.

    Like in the main menu give me a memory button or whatever that basically brings me up to speed to where I left off. Could be replaying cutscenes or showing me text of recent events, who knows 🤷‍♀️

    But there are too many times i have to put a deep rpg down and then life gets in the way and picking it up again becomes impossible when it doesn’t feel like I’m there anymore

    • dual_sport_dork 🐧🗡️@lemmy.world
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      5 days ago

      One of the latter Final Fantasies did this. I think it was 13? Despite that game’s many other rather glaring shortcomings, that part was pretty neat. I agree it should definitely be standard for most RPG and heavily story driven games.

      • gustofwind@lemmy.world
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        5 days ago

        I’ve seen a variety of half baked implementations. Sometimes you have a decent in game log but sometimes it’s also just the dialogue of your last conversation and nothing more 🥲

    • Coriza@lemmy.world
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      4 days ago

      Oddly enough I think that porn games are a little closer to do what you suggest because rewatch the cutscenes is kinda important it seems in that genre 😅