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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.

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[-] SGforce@lemmy.ca 1 points 2 weeks ago

Chromatic Aberration

I get enough of this from my glasses, thanks.

[-] teawrecks@sopuli.xyz 1 points 2 weeks 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.

[-] Gonzako@lemmy.world 1 points 2 weeks ago

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

[-] londos@lemmy.world 1 points 2 weeks ago* (last edited 2 weeks ago)

Local server

Edit: or any server

[-] RampantParanoia2365@lemmy.world 1 points 2 weeks ago

Ohh, that type of setting.

One option I really appreciated in Uncharted 4 was the ability to restart cutscenes, and I wish it was in every game with cutscenes.

[-] NigelFrobisher@aussie.zone 1 points 2 weeks ago

Pause and save during cutscenes.

[-] saplyng@lemmy.world 1 points 2 weeks ago

If your game supports controller give me the option to change the button faces to whatever I prefer. Some people like Nintendo button layout, others PlayStation, other Xbox. Whatever it is, don't hard code one set - they're just some pngs, support them all.

[-] BuboScandiacus@mander.xyz 1 points 2 weeks ago

Save&quit at any time

So I can just boot up the game, play for 15 minutes and go do other stuff

[-] whotookkarl@lemmy.dbzer0.com 1 points 2 weeks ago* (last edited 2 weeks ago)

I can't think of a setting that would universally apply to all games, like I'd be hard pressed to say a setting in Tetris that would apply to Minecraft. Vision and auditory accessibility is probably about it, but those settings would look pretty different I think depending on the game or genre of game.

[-] Kolanaki@pawb.social 0 points 2 weeks 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.

[-] Essence_of_Meh@lemmy.world 0 points 2 weeks ago

Customisable difficulty. Have a single or multiple presets balanced to what you'd like your players to experience but give me an option to adjust some of the stuff to my liking. There are SO MANY games I'd love to play way more than I do but none of the difficulty options feel "right", bringing the whole experience down.
It's also a great feature from an accessibility standpoint - pretty important thing for those who literally can't play your game for reasons that could be easily worked around if such customisation was there.

"But my artistic integrity and vision!"

No, shut up. Your vision doesn't mean squat if my experience with the game is annoying to the point where I don't even care about the lore implication of an enemy placement or how gameplay systems intertwine with themes and story of the game. It's important, sure, but it shouldn't be more important than player's enjoyment of your product.

Balance your game how you imagine it but let me play with the sliders to make it feel how I want it to. Just drop a scary message about it not being the intended way to play and it'll be fine.

[-] Lojcs@piefed.social 0 points 2 weeks ago

I think it'd be better to have assist modes than difficulty options. As difficulty is traditionally associated with changing things like health and damage (or worse, opaquely disabling mechanics) that are fundamental to game balance I think it is too easy to be abused as a cop out from having to balance the game.

Things like slowing the pace of the game, adding aim assist, visual indicators for audio cues, more lenient hit boxes, more frequent saves would be way more useful imo. Optional mechanics or modifiers can exist, but they shouldn't be bundled with other random stuff.

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[-] ampersandrew@lemmy.world 0 points 2 weeks ago

I'm generally with you, but there are implications for the online game and matchmaking in the likes of Dark Souls games. By the time they got to Elden Ring, they seemed to care way less about things like invasions.

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[-] Ledivin@lemmy.world 0 points 2 weeks ago* (last edited 2 weeks ago)

But my artistic integrity and vision!"

No, shut up. Your vision doesn't mean squat if my experience with the game is annoying to the point where I don't even care

Nah, miss me with this bullshit. Not every game is for you, and it doesn't have to be. An artist is not required to water down their vision because you're picky.

[-] caut_R@lemmy.world 0 points 2 weeks ago* (last edited 2 weeks ago)

I have successfully (?) played (sometimes semi-suffered, cough, Sekiro) through a buncha popular hard games and have a way less „strong“ opinion on this but also think that an „easy mode“ as an accessibility feature is a good thing.

If, for example, a parent wants to connect with their child and also experience that game they‘re playing, it‘s really no big deal to me if they could turn on easy mode in, say, Sekiro to stand a chance. Not like it‘d impact my own experience at all, and I don‘t feel the need to force them to go through my own experience either. In Celeste, for instance, you can literally fly through the whole game if it makes you happy, and yet I still grabbed all strawberries the normal way and don‘t care if others did as well or just flew to them.

It‘s less of a demand from me and more of a „if you can you should definitely include it,“ though. Obviously doesn‘t work for full on competitive multiplayer titles or something similar though.

Not even sure how much of this addresses your remark specifically, but my feelings on this felt best placed below yours lol

[-] Goodeye8@piefed.social -1 points 2 weeks ago

Sekiro can be used to make an interesting point about easy mode. One could argue that the first playthrough is the easy mode because in new game plus you can give away Kuro's charm which means only perfect blocks prevent chip damage. Does easy mode mean it has to easier or does it mean it has to be without challenge?

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[-] Credibly_Human@lemmy.world 0 points 2 weeks 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 0 points 2 weeks 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 1 points 2 weeks 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.

[-] Sunsofold@lemmings.world 0 points 2 weeks ago

I was with you at first, thinking you meant in a sandbox game, like turning off hunger/on hardcore in Minecraft, etc. but you're just whining because every moment isn't custom built to keep up with your personal ADHD/hedonic treadmill. The point of a game isn't to just give you a blowjob from launch to credits. If that's what you're looking for, you're looking in the wrong place.

[-] Credibly_Human@lemmy.world 0 points 2 weeks ago

but you’re just whining because every moment isn’t custom built to keep up with your personal ADHD/hedonic treadmill.

This is such a weirdly hostile, assumptive and gatekeepy sentiment.

The point of a game isn’t to just give you a blowjob from launch to credits. If that’s what you’re looking for, you’re looking in the wrong place.

Your mentality of "this is not what the point of a game is" is especially ridiculous because if a game was that, what I'm advocating for would give you the ability to make it what you want instead.

[-] Sunsofold@lemmings.world 0 points 2 weeks ago

You really like the word 'gatekeep,' as though it were a bad thing. When you walk into a museum, start complaining about the lack of teleporters and strippers, and then get told to leave, yeah, they're gatekeeping you, but it's because you're complaining about the lack of teleporters and strippers in a museum. That's not what it's there for. They have curated a collection of experiences focused on creating an overarching experience, and you have wandered in, said 'I don't want to have to walk to each exhibit, teleport me,' and 'This exhibit is booooooring. Teleport me to the one with strippers.' If that's what you're looking for, you're looking in the wrong place.

[-] Credibly_Human@lemmy.world 0 points 2 weeks ago

This is such a ridiculously bad faith analogy I feel like it has to be on purpose

[-] Sunsofold@lemmings.world 0 points 2 weeks ago

It's actually one of the cleanest, most direct analogies I've ever used. Both are curated experiences with controlled visual, auditory, and interactive elements. The differences lie only in the physical/resource limitations each has for the kinds of experiences they can include.

[-] Credibly_Human@lemmy.world 0 points 2 weeks ago

The differences lie only in the physical/resource limitations each has for the kinds of experiences they can include.

Not only is this wrong, but it's also nonsensical. It is nonsensical because these are massive elements of each experience and why accommodating preferences in one is far easier than the other. Its also wrong because most museum experiences with interaction absolutely have the option to skip parts of said interactions.

The other reason this is wrong, is that these are certainly not the only areas differences lie in, as museums aim to preserve history, and are therefore locked in content wise from that perspective, what with the physical artifacts and care for that. Games are not at all that.

The whole analogy is terrible.

[-] Sunsofold@lemmings.world 0 points 2 weeks ago

accommodating preferences in one is far easier than the other.

Tell me you've never tried to code a complex interactive experience without telling me you've never tried to code a complex interactive experience. If you think it's so easy to take every element of a highly complex, performance sensitive program and make it possible to pick and choose which ones you experience without breaking the whole experience or turning a 1 year project into a 10 year project, go ahead and try. Do you also ask movie directors to make their movies so that when you hit 'skip scene' because you don't like the way the scene looks, it still makes a good movie?

museums aim to preserve history

That's just your failure to understand there are more kinds of museum than a history museum. A history museum does have special work involved, but others don't share that element. Perhaps you've heard of an art museum, sometimes also known as a gallery. They can contain all sorts of elements, audio, video, scent, touch, taste, human interaction, machine interaction, ludic interaction, whatever. The artifacts can be any age, with art from hundreds of years ago or being created in the moment via performance.

The analogy is a failure, to be sure, but only because I hadn't considered the possibility you wouldn't have that piece of common knowledge. Now that you do have that knowledge, though, if you can't see the analogy, that's on you.

[-] Credibly_Human@lemmy.world -1 points 2 weeks ago

Tell me you’ve never tried to code a complex interactive experience without telling me you’ve never tried to code a complex interactive experience.

I actually have, and have worked on multi person teams doing such.

Its why this line of argument rings so hollow.

Even if I didn't, I could obviously point to the many games that do have levels of granularity like this, and are completely successful at it.

If you think it’s so easy to take every element of a highly complex, performance sensitive program and make it possible to pick and choose which ones you experience without breaking the whole experience or turning a 1 year project into a 10 year project, go ahead and try.

See, this is what is called the most blatant strawman argument I have ever seen. It is so obviously so far removed from anything I've suggested its laughable on its face.

Do you also ask movie directors to make their movies so that when you hit ‘skip scene’ because you don’t like the way the scene looks, it still makes a good movie?

Yet another nonsensical analogy for obvious reasons. You wouldn't need this obviously badly fitting analogies if your POV had merit.

What movies don't let you skip past some scenes based on what you'd like? I very frequently speed up/skip parts in movies that move too slow, or even rewatch parts that I miss. Its most definitely an additive part of the experience.

That’s just your failure to understand there are more kinds of museum than a history museum.

All museums do what I am talking about. Your pedantry about it being more than history does not at all change the merit of the point made.

The analogy is a failure, to be sure, but only because I hadn’t considered the possibility you wouldn’t have that piece of common knowledge. Now that you do have that knowledge, though, if you can’t see the analogy, that’s on you.

Except that the literal only thing you could point out that was wrong with my critcism of it, was pedantic and had no effect on the effectiveness of the point.

Being stubborn is a virtue to you I suppose.

[-] Sunsofold@lemmings.world -1 points 2 weeks ago

Alright, I gave you the knowledge and you don't want to integrate it, so it's on you now. Have fun lying to yourself.

[-] Credibly_Human@lemmy.world 1 points 2 weeks ago

Interesting that when shown to be wrong, you now simply want to pretend you were right and leave the conversation.

Thats how stubborn gate keeping views typically work isn't it. The belief comes first, and the reasons to back it up dead last.

[-] caut_R@lemmy.world 0 points 2 weeks ago* (last edited 2 weeks ago)

Chromatic Aberration toggle

Motion Blur toggle

Distortion Effect toggle

Vignette Effect toggle

FoV slider

DLSS/FSR implementation (cause fuck TAA, like really, really fuck TAA and its smear)

Oh, and Head Bobbing/Camera Shake slider, forgot about these

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[-] ivanafterall@lemmy.world 0 points 2 weeks ago

Nude mode. We're all grown ups here.

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[-] MonkderVierte@lemmy.zip 0 points 2 weeks ago* (last edited 2 weeks ago)

Pause on focus loss/main menu. It's so simple, but often missing.

[-] Bosht@lemmy.world 0 points 2 weeks ago

Same do it some don't. Standardization would be great! I personally HATE when a game pauses when I tab to something else but I can see the benefit for others.

[-] MonkderVierte@lemmy.zip 1 points 2 weeks ago

...with a toggle in settings.

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this post was submitted on 26 Nov 2025
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