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. :)
Maybe not everywhere, because then it wouldn’t be nearly as special, but I absolutely adored the “asynchronous multiplayer” aspects of Death Stranding.
Viewing the “strand contracts” tab and looking at how many other actual humans used and “liked” the infrastructure you created, or helped to create. Creating contracts with players who seem to appreciate your work, so that you see more of their structures, and they see more of yours. Only a couple examples. Trying to find the most optimal place for a bridge, or watchtower so that other players will appreciate it and give you “likes.” That nice feeling of warmth you get when you finish building a road that others had started…
Just the whole freaking thing fits so well into the “we’re all in this together, even if we’re (forcibly) isolated” message the game is conveying. Working together with real people that you will never directly see or speak to, in order to make an incredibly arduous journey a bit easier for all. Amazing.
At least I think that was one of the messages, Kojima can be cryptic at times lol.
Again, I wouldn’t want it to become the next “climb the tower to reveal part of the map” mechanic, and get ruined. You can’t just shoe-horn it in, it has to make sense in context.
Probably difficult for technical reasons, but it would be cool if I could rewind the game arbitrarily in games where you can quicksave/load. Like I can save and try the thing and reload if I don’t like the results, but it’d be neat if I could just rewind.
Rewinding is technically possible, and there are games that incorporate rewinding into the game, like Braid or Prince of Persia: Sands of Time. Probably some newer ones. However, that only works if the game developer conforms to a lot of constraints. I don’t think that it will ever be a standard feature on all video games.
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Not all functions are “reversible”; you can’t just run everything “backwards” easily on a general-purpose computer. One specific operation that is famously not-easily-reversible – and that we are so confident that this is not easily reversible that we make a lot of computer security rely on it – is multiplying two prime numbers together. So you’d have to impose dramatic constraints on how games can be written to provide the ability to just say “start running the game in reverse”. (Related trivia: the question of whether the real world can theoretically be run in reverse if you could look perfectly at everything in the universe for just one moment, the arrow of time, is, as I understand it, something of an open question in physics.)
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One tactic for “rewinding” is to basically store checkpoints periodically and then retain enough information, like the player’s inputs, such that one can basically “fast forward” from a checkpoint. If you can “fast forward” cheaply enough in terms of CPU time, then rewinding to a checkpoint, and then fast-forwarding to a given point, once for each frame, looks like you’re running in reverse. This is basically how modern movie codecs work today: you have keyframes that are basically a “checkpoint” of a frame that are stored, maybe every few seconds or so. Then you have information necessary to compute the next frame from the existing one. So when you seek backwards in a movie, internally what a movie player is likely doing is seeking backwards to the keyframe prior to the time where you’re trying to seek to, then playing forward. That “seek back to a checkpoint, then play forward” is a lot more technically-easy to do than to require a game to truly be reversible, since in many games, it’s possible to store a fairly-small amount of information to record the game world at that point in time – and “play forward”. But many games also can’t store their entire world in a small amount of space, and for some, it’s hard to perform saves cheaply-enough in terms of CPU time – constantly and frequently-enough, maybe every couple seconds. If you can’t reduce the game state to a very small amount of information, then you are only going to be able to rewind so far. Implementing this is, today a requirement of a number of multiplayer games – nearly all multiplayer game engines basically rely on each computer involved being able to deterministically generate the same world state on each participating computer. One technique to reduce apparent latency to other players is to do client-side prediction, predict what the other user is going to do, like continuing to walk in the same direction that they’re walking, and then render each frame as if they had done that. Sometimes, that prediction is incorrect, and in those cases, they’re going to need to be able to re-generate the world state; what they do is constantly internally checkpoint and then roll world state forward by replaying inputs when they actually learn what that other player was doing. So some games and game engines already basically implement the internal functionality required for this sort of approach, at least over a limited period of time. But it requires the developers to constrain what they do throughout the game to some degree.
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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.
- LET ME TURN OFF THE CLAUSTROPHOBIC VIGNETTE, PLEEEAAASSEEEE. Even games like Cyberpunk 2077 that have gained countless features over the years and have individual HUD on/off switches still ignore this.
- UGC as a whole. I grew up on Half-Life mods, custom Counter-Strike: Source maps, and LittleBigPlanet. The fact that we’ve pretty much abandoned that outside of Halo, Counter-Strike (just barely, mind you), and more recently Fortnite with proper Unreal Engine support is a terrible thing. It makes more sense than ever in an era of live service where you want players to never stop playing.
What’s a claustrophobic vignette?
The parent is just saying that he finds it to be claustrophobic.
https://en.wikipedia.org/wiki/Vignetting
It’s a visual effect where the center of the screen is slightly-lighter than the edges.
I very often see an option to toggle them in video game graphic settings, so I expect that some people don’t like it.
The ability to turn off various typical live service features. Hiding the store and annoying announcements would be awesome.
The fact that you can’t is a feature… just not for you.
@Plume The Witness has no menu and no savegames. When you boot it up, you’re instantly exactly where you left off.
This doesn’t work for all games, but I wish more games would do it like that.
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.
It’s not a technical limitation but a balance one usually
20 Auto save slots can mean going really far back on decisions the dev might want to be more permanent for you
Having at least an extra 1 for avoiding soft locks though is a really good idea, and it’s annoying when it happend
Gyroscope controls. Especially for first-person shooters and other first-person games. I used to be a diehard mouse and keyboard player when it came to FPSes until I played Quake 1 on the Switch with gyro controls turned on. Now I’m trying to find ways to be able to play every FPS in my collection on a TV with gyro aim because it just feels so much better.
One of my favorite steam deck features is being able to use gyro controls for any game. It’s not always as smooth as the Switch, but it works pretty well to add a bit of additional fine-grained control to the course-grained control of the R-stick.
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.
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!”
Left handed mode. I didn’t realise how much I liked it until no man’s sky. It moves the body of the character to the right hand side of the screen. So you can see the character holding the items in the left hand.
Most games just mirror the item into the other hand and that’s it.
@Plume Oh yeah and this: Start the game in a neutral area or room where you can test the controls and sound are working properly and ensure the performance is right BEFORE the intro cutscene plays.






