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.

  • Credibly_Human@lemmy.world
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    2 hours ago

    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.

    • hamsda@feddit.org
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      1 hour ago

      I’m talking about ones that are like one line of code being set to true instead of false etc

      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.

      • Credibly_Human@lemmy.world
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        23 minutes ago

        don’t know how many, if any, settings matching the true/false + 1 line of code restraints even exist.

        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.

        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.

        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.

        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.

        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.

        • hamsda@feddit.org
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          10 minutes ago

          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.

      • essell@lemmy.world
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        60 minutes ago

        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.

    • qarbone@lemmy.world
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      2 hours ago

      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.

  • SCmSTR@lemmy.blahaj.zone
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    4 hours 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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      2 hours 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

  • Gonzako@lemmy.world
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    5 hours ago

    An FOV slider. I don’t care if you’re a 2D game, you’re honoring totalBiscuit

  • termaxima@slrpnk.net
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    5 hours ago

    A combined off switch for TAA, Ray Tracing, DLSS, frame generation, and all of that nonsense.

    I hate that games now turn to soup when in motion, even with motion blur off.

  • teawrecks@sopuli.xyz
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    9 hours ago

    Adding a reboot button is ONLY necessary if the game isn’t made correctly. There is otherwise no reason to ever need to restart the game. I would see the addition of a restart option as lazy or an admission of failure by the dev.

    • Katana314@lemmy.world
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      2 minutes ago

      I could still see it as an admission of imperfection.

      Arc Raiders includes an “unstuck” feature. They’re aware their physics system isn’t infallibly perfect, and getting stuck permanently could lead to loss of hard-earned gear. So, if a player is in one spot for more than a minute, they offer an option to teleport you to a safe place a few feet away.

  • BlameTheAntifa@lemmy.world
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    11 hours ago

    Chromatic aberration and film grain. If your game has either of those and no way to turn them off, I wish you a slow, painful death and I will probably refund it.

  • LiveLM@lemmy.zip
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    15 hours 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 ☺️

  • hikaru755@lemmy.world
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    17 hours 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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        3 hours 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

      • Kangy@lemmy.dbzer0.com
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        4 hours 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

  • creature@lemmy.world
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    18 hours ago

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

  • 🇰 🌀 🇱 🇦 🇳 🇦 🇰 🇮 @pawb.social
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    15 hours ago

    Everything should be controllable. Give me all the options. Every graphical feature, every UI element, even gameplay mechanics. If it is as simple as adjusting a number or selecting something from a table, give me the option to control it myself.

    • Damarus@feddit.org
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      6 hours ago

      Okay you can now control the shadow casting behavior of every single entity in the game individually. Happy?