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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[+] 29 points 11 months ago (12 children)
  • [–] 8 points 11 months ago (1 child)

    Relatedly, I've noticed ports of console games, particularly by Japanese devs, and especially Sqeenix, not actually having an option to quit to desktop. Sometimes hitting Esc will pop a plain system theme window with an option to close the program, but I've seen ones that didn't even have that and had to be killed externally. It's not as bad as it used to be, but even exiting DragonQuest 11 is a pain.

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  • [–] 6 points 11 months ago*

    This is also hella common in a lot of online or multiplayer live service games recently. Forces you to alt-F4 if on PC. Especially bad with Sony's playstation ports; they treat it like you're on the PS5 and can just switch games to automatically close the running one.

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  • [–] 4 points 11 months ago

    I just mash mod key + backspace on hyprland to kill it haha. Bye mfer!

    But also sometimes lately hyprland hasn't been playing as nice with steam games and my mouse doesn't interact with the game. The fix I found is to fling the steam client over to the other monitor. Works I guess. Linux problems lol.

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  • [–] 3 points 11 months ago (3 children)

    Games that honor alt-f4 INSTANTLY are amazing

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  • [–] 3 points 11 months ago (2 children)

    There's a roguelike I play, which combats save-scumming by only giving one save slot per character. And so the only reason to save the game, is when you're done playing. So, you hit Ctrl+S to save, and it instantly quits as well. 🙃

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  • [–] 1 point 11 months ago (1 child)

    Which is interesting, because at least for me, the main reason I try to save often like that is because of games like bethesda games or other games that don't autosave and will crash, losing you HUGE amounts of progress.

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  • [–] 2 points 11 months ago

    Ah yeah, it does auto-save regularly, too. But I don't think, I've ever seen it crash without me doing some out-of-game fuckery. 🙃

    Well, and of course, losing progress is baked into the gameplay of a roguelike, so whether your savegame corrupts or you die yet another stupid death, you just start another run and you're right back into the action.

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  • [–] 5 points 11 months ago (3 children)

    I just want to let you know that when I was director of production at a multimedia studio, one of the rules in my ux design "bible" was that an interface must never present an "are you sure" prompt to a Quit action. Yes there were fights over it.

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  • [–] 11 points 11 months ago (1 child)

    Historically, it was conventional to have a "you have unsaved work" in a typical GUI application if you chose to quit, since otherwise, quit was a destructive action without confirmation.

    Unless video games save on exit, you typically always have "unsaved work" in a video game, so I sort of understand where many video game devs are coming from if they're trying to implement analogous behavior.

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