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.


Gameplay settings menus that allow you to turn off gameplay mechanisms you simply don’t enjoy, or tune them.
I’m talking about ones that are like one line of code being set to true instead of false etc. That type of thing.
Basically things like that and the Atomfall gameplay/difficulty settings menu
I don’t give a fuck if some pretentious asses “artistic vision” requires the player to backtrack half way across a level on every death or thinks a shitty minigame should be played no less than 153 times every play through. I want to be able to just turn off the unfun shit, and leave on the fun shit.
This is a game. I don’t care if the developer thinks X Y or Z adds to the experience. If I don’t, within reason I should just be able to turn it off.
I don’t know how many, if any, settings matching the true/false + 1 line of code restraints even exist.
If you can change a setting, even if it’s a binary choice, someone had to think about, implement and test everything pertaining to these choices.
Depending on what kind of mechanic we’re talking about and how deeply integrated into the rest of the game this mechanic is, that could be a big task.
Absolutely. For example, turning off running out of stamina, removing item loss, turning off minigames is close.
There are tons. Atomfall has a ton of options that are similarly simple.
Nah. Some choices just arent that complicated. I think you’re over complicating it. We can especially see that this is true in many games where things are modded in. Like in Cyberpunk, just not having to play the minigames is a better experience imo. Like its slightly more than the one line hyperbole, but not much.
I feel like you’re getting away from the spirit of my comment here/getting carried away with finding exceptions and technicalities to this thread about no game in particular and hypothetical wishlists of features.
I didn’t mean to get caught up in exceptions or exaggerations. I’m no developer either, so I have zero background-knowledge about game-development or game-engines.
Though as I work in IT (again, no developer) and live within a zero-IT-knowledge friend circle, I tend to try and shine a little light on some things that, to the outside, might seem simple but maybe aren’t. I guess sometimes I’m trying to err on the side of caution a little too much.
I definitely think there are a few of those one-line, true/false settings that could just be toggled, especially things that are handled by the engine instead of the game-logic itself, though I cannot speak of experience here.
Checkout the custom settings for Ixion.
Its exactly what they’re asking for, and it works well
Increasingly seeing this in games, and I love it.
I disagree because it solely approaches games as some sort of “electronic commodity” and outright despises a development group’s artistry.
Sure, not every game is trying to be art. But games have long gone beyond the realm of simply “entertain me”. That opinion is like saying “books should be made in a way that allows users to change the story whenever and however they want.” It is something you can do but there’s no imperative to cater to it.