Rare but relatively simple features that really should be standard.

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Zhukov

The Laughing Arsehole
Dec 29, 2009
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Pretty self explanatory title.

1 - Custom difficulty settings.

You know when you can never quite get the difficulty right? Perhaps you like the increased number of enemies and scarcity of supplies that comes with the super hard mode, but hate that it turns the enemies into boring bullet sponges. For example, I personally love how the super hard mode in The Last of Us will kill you in 1-3 hits from even the most basic of enemies, forcing you to really plan out your actions and make the most of your equipment, but hate that it hides the HUD because apparently knowing how much health you have is for chumps.

Dishonored 2 had custom difficulty settings and it was fucking amazing. You could change so many things, even small things that I wouldn't even have thought of. Whether enemies attack you one at a time or gang up. Whether or not you stay concealed when leaning/peeking around corners. How effective potions are. How much being at a higher elevation than an enemy conceals you from them. Whether or not you get multiple save slots, or any save at all. Whether or not the weapon selection wheel pauses the game while it's open. The list just went on and on, and it was great.

2 - Map icon filters.

When you're playing your generic Ubisoft-em-up open world game and you've decided that a certain kind of collectible or side mission just isn't worth your time, wouldn't it be nice to hide it from the map? Partly just to reduce the clutter. Plus, for someone like me who isn't a completionist but does feel that nasty little urge it's a blessing to be able to delete those nagging icons. Out of sight, out of mind.

Funnily enough Ubisoft have started doing this since FC4. Possibly the only worthwhile thing they've done in recent years, but hey, credit where it's due. Now if only some proper developers would steal the idea.

3 - Interruption-proof dialogue.

Granted, this one isn't so simple and may well be a pain in the arse to implement.

You know when you're eavesdropping on some enemy sentries or listening to party banter, but then you end up missing whatever was being said because you walked through the wrong door or triggered an encounter or your boring mission control character rang you up to remind you that no, really, the objective is right over there even though you knew that and were just taking a moment to admire the scenery or check for supplies? Does that annoy anyone else? It annoys me.

Uncharted 4 handled this the best. Interrupted conversations would pick up where they left off, complete with natural sounding "So, what were you saying...?" transitions woven into the dialogue. Other games have done it too, but I can't remember them off the top of my head.

Often it's just a matter of placement. Developers, if you're going to play an audio clip that lasts, say, 15 seconds, maybe make sure it triggers in a place that puts me at least 15 seconds away from any other triggers that would interrupt it.

4 - Non-stupid audio logs

Audio logs in general have become hopelessly overused. Bioshock brought them back in a big way and did them relatively well, but they've since become the go-to for hack storytellers who want to save on the animation budget, with the absolute nadir being MGS5 Phantom Pain which relegated the majority of its bloated dialogue to three grumbley mumbley men gruffly growling into cassette recorders.

If a game really must use audio logs, then for the love of God please at least be practical about it. Let me play them with one button push instead of making me dig through menus. Let me walk around while listening instead of making me stand next to whatever is playing them. Give me a pause button in case something goes down. And maybe try to place them so they'll be found and listened to during quiet moments instead of mid-firefight.

...

Christ. That turned out longer than expected. I originally only had the first two.

So, what're yours?
 

TheMysteriousGX

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Button mapping on consoles.

I mean, c'mon Sony, it can't be that hard if Microsoft can do it for literally every Xbox One game through a version update.
 

Recusant

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Ezekiel said:
More installation options. Maybe I don't want to download HD textures, uncompressed audio and hours of cutscenes that make the game 60 GB. Maybe I don't want to install multiplayer. Or Battlefield's single player.
Or language files for sixteen different languages you don't speak. The lack of this was pretty stupid when you were copying stuff off of discs; there's just no excuse for it now. A smaller download uses less of their bandwidth, too, after all.

Anyway, here're mine:
1. Pausable cutscenes. Real life doesn't pause when you start playing a game.
2. Skippable cutscenes. Some time ago, Zenimax did a free weekend of Dishonored. I downloaded it and played it, and was so damn annoyed by the unskippable logo videos at the beginning that I exited the game, found the files, and deleted them. When that made the game boot up substantially faster, I redownloaded them and ran an experiment, timing the startup under several sets of circumstances that demonstrated that, these logos were not in fact covering the game loading in the background, which makes me question just what the hell the point was. We've had cutscenes- hell, we've had the word "cutscene"- for thirty years now. I don't remember if Maniac Mansion's were pausable or skippable, but even if they weren't, it's time to move forward.
3. Three dimensional maps. I know I've harped on this before, and I'm sure I'll harp on it again, but when the world you're moving in has three dimensions, and you're searching for something at a different elevation than you, it's REALLY FUCKING HELPFUL to know that (Daggerfall did it. Are you less advanced than Daggerfall?). I realize that we no longer have access to the grand, super-advanced technologies of 1997; but while proper Force Feedback may have devolved in sticking vibrators in controllers, adding "height" to a map should not be impossible.
 

Phoenixmgs_v1legacy

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Sep 1, 2010
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altnameJag said:
Button mapping on consoles.

I mean, c'mon Sony, it can't be that hard if Microsoft can do it for literally every Xbox One game through a version update.
Sony did it through a firmware update a couple years back. I remapped the shit of MGS5's horrible default control scheme.
 

Dreiko_v1legacy

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Dual audio is my main one. Make it dlc if you can't fit it on the disk but I want the damn original voices of the games I play.
 

TheMysteriousGX

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Phoenixmgs said:
altnameJag said:
Button mapping on consoles.

I mean, c'mon Sony, it can't be that hard if Microsoft can do it for literally every Xbox One game through a version update.
Sony did it through a firmware update a couple years back. I remapped the shit of MGS5's horrible default control scheme.
*boggle*

*Googles*

Well shit. Now they just need an update to let you save/auto load profiles based on specific games. Thanks for the tip.
 

Wrex Brogan

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Jan 28, 2016
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Zhukov said:
Pretty self explanatory title.

1 - Custom difficulty settings.

You know when you can never quite get the difficulty right? Perhaps you like the increased number of enemies and scarcity of supplies that comes with the super hard mode, but hate that it turns the enemies into boring bullet sponges. For example, I personally love how the super hard mode in The Last of Us will kill you in 1-3 hits from even the most basic of enemies, forcing you to really plan out your actions and make the most of your equipment, but hate that it hides the HUD because apparently knowing how much health you have is for chumps.

Dishonored 2 had custom difficulty settings and it was fucking amazing. You could change so many things, even small things that I wouldn't even have thought of. Whether enemies attack you one at a time or gang up. Whether or not you stay concealed when leaning/peeking around corners. How effective potions are. How much being at a higher elevation than an enemy conceals you from them. Whether or not you get multiple save slots, or any save at all. Whether or not the weapon selection wheel pauses the game while it's open. The list just went on and on, and it was great.
Damn, beaten to it by the OP. I'd love it for more games to have custom difficulty settings - so many times the additions 'Hardcore' modes make are just frustrating rather than difficult, like disappearing huds or altered item behaviour (looking at you, Horizon Zero Dawn). Like, yes, make it so even the basic mook murders me in one hit, I'm down with that, but not everybody enjoys having to count how many shots they make because you took away the ammo counter as well.

One for me that's frankly, relatively minor, is Audio Libraries - I don't know what happened, because these things used to be SUPER common back in the Megadrive and SNES era of games, but most games these days just... don't have audio libraries. They've got these big, elaborate, orchestral soundtracks, but no way to listen to them in-game - which gets super frustrating if there's a particularly awesome track that only shows up for a handful of cutscenes, or a singular boss fight you end up trashing in 5 seconds. I know Youtube is a thing, but I'd just like the option to be there in-game somewhere. It's not like it'd even be hard to set up, the music is already in the game.
 

Bob_McMillan

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Realistic reloads. If I fucking put in the magazine into the gun then have to throw a grenade or something, I shouldn't need to put it in again. Battlefield games do this and I have no idea why more games don't.
 

laggyteabag

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Giving your health a number, or some kind of measurement

This one isn't super rare, but I still do not understand games that don't have it.

I get it. If my screen is covered in jam: Im probably about to die. If my screen is suddenly black and white: Im probably going to die. If my screen is flashing and making noises: Im probably about to die. But how bad is it?

Whats so wrong with having a bar or a 0-100%? Halo 2, 3 and 4 have the big shield bar that you can measure, but once that is gone, you have to rely on the magical and mystical invisible health bar. How am I supposed to know if I can take a few rounds, or if 1 more hit will finish me off? Its just nonsensical to me.
 

Xprimentyl

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Earned Cheats/Mods

Cheats and mods that are earned by completing certain tasks within a normal playthrough of the game. The Uncharted Series did this pretty well; as you collect relics, you unlock several cheats and mods. Also, Prototype 2?s DLC (the Excessive Force and Colossal Damage packs) added weapons, skins and abilities that essentially turned on God Mod, and in a game like Prototype, it?s cathartic to go on reprisal-less rampages. Ideally, you should have to complete the game on at least Normal difficulty, then there?d be an option at the title screen to turn a variety of cheats like infinite ammo or invincibility, anything that might reward a difficult slough through a game with ?for grins? mods, i.e.: I?d love to have completed Dark Souls and unlock ?Max Stats? for a NG+! Of course, enabled cheats should disable achievements/trophies.
 

Soviet Heavy

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The ability to lift dead bodies in Deus Ex games. Why Human Revolution and Mankind Divided switched to the terrible looking physics based pulling system for bodies is beyond me.
 

DoPo

"You're not cleared for that."
Jan 30, 2012
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Soviet Heavy said:
The ability to lift dead bodies in Deus Ex games. Why Human Revolution and Mankind Divided switched to the terrible looking physics based pulling system for bodies is beyond me.
Not to mention buggy. In HR I've had multiple times when a body's arm or leg would get stuck in the floor and you can't pull it. In at least one occasion it happened when I was on a ledge above some enemies, so the body's arm went through it. Not only could I not move it, but the guards managed to spot the arm dangling through a solid material, realised it belonged to a downed soldier and raised the alarm.
 

DoPo

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Jan 30, 2012
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Oh, forgot to actually write about something I want:

Shortcut keys - I know you might be thinking "but keybindings exist" but that's only partly what I mean. Keybindings usually refers to the control scheme, e.g., WASD to move, so they are the main or often the only way to get the desired functionality but some games also have buttons and icons on screen you can interact with. This is mostly true for strategy or other non-action games but at any rate, having shorcuts set for functionality should also be standard. There are very, very few occasions I've encountered where you absolutely must use a mouse to interact with something, however, often there aren't keyboard means to do the same thing. I'm playing Divinity: Original Sin now and for example you can very easily split a stack of items but Shift+Drag, but adjusting how many items you want in each stack can only be done by dragging a slider around. A better way would be to allow left/right arrow to adjust the split in the dialog. And speaking of dialog windows, for the love of all the gods, you should ALWAYS be able to interact with them via keyboard: Enter for "OK"/"Accept"/whatever and Escape for "No"/"Cancel"/etc are almost standard, but you can have alternatives, if needed - Space for "OK" could work, or if you have more than two choices, a letter for each could also work, e.g., "Yes", "No" and "Cancel". Whatever you do, just have them there. There is nothing worse than having a dialog pop up and being only able to interact with it via the mouse, especially if you've been using the keyboard before that.
 

Zhukov

The Laughing Arsehole
Dec 29, 2009
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More complete photomode filters, and a dev. mod even for console games. Some of us really want to see what went into a level or whatever other detail, and being able to float around these various aspects with different on/off toggles for enemies, npcs, lighting, post processing, collision, etc. would be very pleasing.

Dev mode could worst case be locked behind "complete/beat the game first" to make it more of a reward, and of course achievements/trophies would be disabled during use.
 

Zhukov

The Laughing Arsehole
Dec 29, 2009
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Ezekiel said:
hanselthecaretaker said:
More complete photomode filters, and a dev. mod even for console games. Some of us really want to see what went into a level or whatever other detail, and being able to float around these various aspects with different on/off toggles for enemies, npcs, lighting, post processing, collision, etc. would be very pleasing.

Dev mode could worst case be locked behind "complete/beat the game first" to make it more of a reward, and of course achievements/trophies would be disabled during use.
I wouldn't put that in my game, and I'd frankly be annoyed if new guidelines forced me to. Definitely shouldn't be standard. It's like a magician being forced to reveal his tricks, and it's more work and money for something that doesn't enhance the game.

It's already in there anyways. Every game made has a dev mode for various quality checks, and all this would do is make it available to players.

As far as revealing tricks, it's not like anyone would see any code; at most cfg's. On console especially the dev magic could easily still be hidden behind a fancy wall that would make Trump jealous.

Mods and what it takes to make them are far more revealing yet no one has a problem with those.