What are some things that just get under your skin about games?

For me, it’s games that do not allow controller rebinding. I have neuropathy and my fingers don’t all work. If I can’t rebind buttons so that I have necessary moves (for example: parry) be on buttons I can reliably press the entire game becomes unplayable.

And on console, where I can’t refund a game after I downloaded it (fuck you Sony) then it really screws me over wasting what limited funds I have on games I just can’t play.

  • yermaw@sh.itjust.works
    link
    fedilink
    English
    arrow-up
    8
    ·
    4 hours ago

    Indepth tutorials told by dialogue boxes. Run 5 steps.

    [Hey player!]

    [You know some boxes can be moved right?]

    [Just walk up to the box]

    camera pans 3 feet to the left to show the box in the centre of the screen

    [Press X to grab it]

    [And when youre done press X to let go]

    [Im sure youll find many uses for this during your adventure]

    [Why not try it on that box over there?]

    <hmmmm. Seems like im going to need to move that box if I want to get anywhere>

    When you get near the box a massive X symbol flashes madly and unmissably above your head, and theres lines on the floor showing where it needs to be pushed to, which is also the only way its programmed to move, literally impossible to do wrong, and you push it like 5 feet.

    [Wow! You did it! Looks like you can get to the next area now!]

    <I should probably remember that, it could be useful in the future>.

    You’re now free to play the game, all the way to the next room, where you’ll spend way longer than necessary learning something a fucking 4 year old could figure out, and you dont even need figured out because its been a staple of games since before you were even born.

    • vateso5074@lemmy.world
      link
      fedilink
      English
      arrow-up
      3
      ·
      edit-2
      55 minutes ago

      This is my peeve, over-tutorializing.

      I know there are folks out there who are profoundly bad at games, and that’s who these things are made for. I’m reminded of that one gaming journalist who gave Cuphead a bad review because he couldn’t figure out how to double jump and never got out of the tutorial.

      But just make it a quick selection when starting a new game. “I’m new here, show me guides” and “I’m an expert, skip tutorial content”. Or even just make the tutorials an optional object interaction in the game that you don’t have to touch if you’ve already figured it out.

      But the best games are the ones that teach players how to play organically. Level 1-1 in Super Mario Bros is the common example. Setting the camera controls in the older Halo games was also a work of genius. Newer games are a bit too dense to be able to cover everything quite as quickly and organically as Mario, but you can still offer some similar diegetic hints and just add a little “Help” button for anyone who can’t figure it out on their own.

      • yermaw@sh.itjust.works
        link
        fedilink
        English
        arrow-up
        2
        ·
        1 hour ago

        Thats seriously mental to me. Who the hell can write about games while unable to even double jump?

        Its like being a music journalist and not even hearing about the Beatles.

        • vateso5074@lemmy.world
          link
          fedilink
          English
          arrow-up
          1
          ·
          39 minutes ago

          Yep. Not to say that people who struggle with games aren’t valid or there shouldn’t be accessibility options to cater to them, but when writing professionally about games, you should be a near-expert in how to play those kinds of games, at least at their baseline difficulty.

          It’s fine to say “I don’t quite get this game, but I’m sure there are people who do and who enjoy it.” But that can’t be a “review.” When you’re a reviewer, you’re supposed to be an authority. If you admit to not being an authority, then you’re not quite qualified to review it.

          It shouldn’t honestly matter, but knowing how many publishers tie aggregated review metrics to their developers’ wages/bonuses/raises (or even if anyone gets to keep their jobs at all), it’s crazy for a publication to have journalists who don’t actually know how to play games just reviewing them on vibes alone. It’s too easy to run the risk of not understanding a core part of the gameplay and just assume it’s the game that’s wrong instead of me (because I want to continue getting paid to review games). So I assign it a negative score because my lack of understanding made the game feel bad, and then a level designer somewhere loses their bonus because the aggregate score was half a point lower than the total stipulated in their contract.