Motion blur - OFF Screenshake - OFF
post
Internet Connection - On/Off
And by OFF, we mean actually off. The last thing I want is the game to push out a minor update 5 years after its last update, and all of the mods I have are now broken.
Yeah, you should be able to pick a specific version number for single player games. I’m fine with it defaulting to “latest”, but at least give me the option to stick to a specific version.
Also, fuck the “Would you like to share all data with the publisher, or only limited data” bullshit. It’s a single player game with no multiplayer whatsoever. I shouldn’t need to share any data with the publisher. If I see this shit, the game immediately gets blacklisted in my firewall.
Reminds me of one of my biggest pet peeves - a bunch of games will pop up a warning "Oh no, you're not on the Internet! Some stuff won't work!" on start up, always. Hate it, unless I'm trying to connect to a multiplayer mode of some sort.
A setting like this should ideally prevent those.
If there is something better than opensnitch for this on Linux someone tell me. It‘s so annoying to block applications from accessing the internet on it. I‘ve tried like 4 different methods.
All controls should be remappable. All means all. Not most, not some, and certainly none of this bullshit where all you can do is toggle between "XBox 360 controller layout A/XBox 360 controller layout B." This is especially true for titles on consoles, many of which still to this very day don't allow you to remap their controls at all.
For 3D games, field of view. Far too many developers of FPS titles in particular have Console Disease, and feel it's somehow acceptable to lock the FOV to 70° or some absurd number. If they allow you to adjust it at all they may be feeling "generous" enough to let you go as high as 90°. That's completely unacceptable. On my 4K monitor that's 25" from my face, I need at least 120°. Honestly, I want to see that slider go up to 180°. That's right, I want to be able to look at your game world like a goddamned pigeon. On that note I really have to wonder what those people with those 3840x1080 überwide monitors do most of the time, other than spending their days in never ending torment.
Allow me to turn off the stupid pre-launch splash titles. Certainly at least after the first startup. I certainly don't need to be told that nVidia is the way it's meant to be played, or that your company licensed Havok, or who your publisher is, or who your publisher's owner is, or who your publisher's owner's owner is, etc. Nobody cares. Usually instead you have to resort to replacing the .mkv or .bik files in the game folder with zero-byte text files or something. It's dumb.
While we're griping, and speaking of Console-Itis, does every PC game now need to have an unskippable message telling me that this game has auto save and urging me not to turn off my PC when the icon is being displayed? Really? Nobody's going to do that. Tell me your game is a shitty console port without telling me your game is a shitty console port. To keep this on topic, let's have a setting to turn that off, too, because it's stupid. Off by default would be nice. Should there be an Idiot Mode toggle?
Granularity in subtitles. It seems too many games only have two settings: All subtitles off, or they assume you're completely deaf. Typically I want to be able to read what characters are saying in their voice lines, but instead the developers also think I need to see the bottom third of my screen filled with [BOOM] [GUNFIRE] [JUKEBOX MUSIC] [FOOTSTEPS] [BOOM] [GUNFIRE] [BOOM] [BOOM] and so on and so forth, all the time. They should either categorize sounds and make their subtitling things individually selectable, or at least if they insist on making it a slider give it three or four levels: Off, cutscene/conversation dialog only, all spoken lines ("Cover me!" "Reloading!" "Never should have come here!" etc.), and then only the top level resulting in every single cricket and rustle of grass being captioned. Some games do manage to accomplish this. Many do not.
Oh, I thought of a good one to add to my wish list. I want every game to bring back the sound test menu. But they won't, because every studio on Earth now wants you to spend an extra $15 for their game's soundtrack. (As if it's not all going to be on Youtube about twelve seconds after release anyway...)
Allow me to turn off the stupid pre-launch splash titles.
I can guarantee that those splash titles are included because of contractual obligations. The same way a movie lists the publishing companies in the intro. Including a “skip after first launch” option would violate their contract. If it were up to a game’s director, they would almost universally prefer to drop you straight at the title screen. But they legally aren’t allowed to do so.
Oh, you want us to publish your game? We can require the game designer to show our logo for {x} seconds when the game launches. Oh, you want your game to be G-Sync compatible? Nvidia can require that you show their logo for at least {x} seconds when the game launches. Oh, you want to use our game engine to build your game? Unreal can require that you show their logo for {x} seconds when the game launches. Et cetera…
Quite famously, Unity had a reputational problem because of this. Free users were required to show the splash screen, but companies with larger war chests could pay the higher rate to skip it. It led to Unity being associated with low-budget and amateurish games, while higher quality games running on the same engine, which would be better advertising for Unity, tended to not show the logo.
Verified.
A couple years ago I made a game and used Wwise and was required to have a splash screen at startup
Fully remappable controls is my biggest wish. I hate WASD and swear by EDSF, but some games like Fallout 4 hardcode some controls. E is hardcoded to "interact" or "open door" or something, but the game DOES let you map "move forward" to E. So I can run around like normal, but every time I run past a door it auto opens to a zombie hiding behind it.
To be fair to devs, increasing the FOV has a lot of performance implications on how much less they're culling from the scene as you rotate the camera. In this era of open world games, I suspect it scales very poorly as that FOV increases. Temporarily increasing the FOV is also one of their handy tricks for giving you a sense of speed when you hit a boost button and whatnot, so whatever your FOV is, they need to make it more than that.
Sound test menus are a remnant of arcade design, and when arcades starting dying, this feature made less sense. The OST sale is usually more of a revenue stream for the game's composer, as I understand it.
performance implications
That might be fine for consoles which have known performance limitations built in. But if I'm on my PC, let me make that decision. Don't try to make it for me.
I understand the desire, but then that might have implications on support tickets, advertised system requirements, separate maintenance and optimizations for only one platform, etc. It might be that turning up the FOV even a smidge over their maximum requires a super computer that doesn't even exist yet, depending on what it has to render and how it works under the hood.
While we're griping, and speaking of Console-Itis, does every PC game now need to have an unskippable message telling me that this game has auto save and urging me **not to turn off my PC** when the icon is being displayed? Really? Nobody's going to do that. Tell me your game is a shitty console port without telling me your game is a shitty console port.
This one, along with “press any button to start”, annoy me so much. There is absolutely no reason to have to press a button before even entering the main menu. If you need it to determine the type of input device, that can be the first press on the menu.
Treat PC games as PC games, even if you make them cross platform.
Sliders are the problem.
They encourage a maximum and a minimum.
Just let people enter values.
An option to choose what controller glyphs I want to use (Xbox, Playstation, Nintendo, directional) and a option to always use those glyphs even when mouse input is detected, so I can use Gyro without the glyphs constantly flickering ☺️
I prefer the 4 circles glyphs that shows the appropriate face button highlighted. It's device agnostic and helpful when I'm switching between playing on my Switch and playing on my PC with an Xbox controller.
The ability to pause should be a requirement for single player games. Not being able to pause long cut scenes, combats, etc. is so frustrating when nobody else is impacted.
Any game completely opposed to pausing for whatever design reason should instead be required to have a minimum of 30 seconds between pauses to allow for interruptions while playing without it allowing for rapid pauses to impact game play. 30 seconds minimum is because of how many interruptions are immediately followed by another interruption by kids/spouses/parents/pets.
Cutscenes especially. The pause button should pause cutscenes, with an option to skip the cutscene on the pause menu. The pause button should never just outright skip the cutscene. It should always pause the cutscene.
So many times as a kid that my mom would walk in and start talking right as a cutscene started. And when I’d go to pause it, it would just skip the entire fucking cutscene instead.
Yeah, pause and skip should be separate things. I have some games pm PC where the ESC key pauses and brings up the menu but to skip the scene you have to be watching it and then hold some specific button like mouse 1 for a couple of seconds to skip. Those are my favorites because I have time to reconsider skipping!
Oh yeah that was the worst. Game devs really shooting themselves in the foot with that design.
Once paused, should it just be a single button? Maybe a menu with an "are you sure? Y/n", or maybe a hold down one or two buttons together for a couple seconds like on consoles?
I'm sure I have seen it before, but I can't think of a single game that lets you pause during a cutscene. It really sucks for turn-based games where you need to watch whats happening when it's not your turn in order to respond correctly.
I remember a game I used to play years ago that had no ability to pause, so what i would do is alt+tab to the task manager and suspend the process, and then resume it later. Obviously that's way more clunky than just hitting a pause button.
Conversely I can't remember a game in recent memory that didn't let me pause in cutscenes.
Just off of my head: Ubisoft games, Control, Shadow of Mordor, Crysis, Witchers, Borderlands 2, Devil May Cry, Celeste had it.
I have played a lot of games where pausing the game to get to game menus pauses cutscenes, generally ones where they use in game assets to do the cut scene. I would have to check to confirm, but I think BG3 let you pause by going to the menu and there was also a separate option to skip the cuts scene.
Definitely played a lot with unskippable cut scenes too. Mostly avoid those games now.
It's been a very common feature for the last few years and has been very rare before that so it really depends on when you started playing new releases. I'm in my mid-30s and pausing mid-cutscene definitely happended after I stopped being excited about my birthday.
started Red Dead Redemption 1 last night, seems like just hitting esc during cutscene pauses it.
Admittedly I was wanting to go to settings and drop some settings, but that's only allowed during gameplay, not cutscenes x)
Ghosts of Yotei lets you pause during cut scenes. It doesn't let you skip most cut scenes, though.
Watch Dogs 2 had an “invasion” system like Dark Souls, but it also allowed pausing in the world anytime you weren’t being invaded. It’s been a nice thing to point to anytime Souls fans make that excuse.
Yeah no-pause feature was cool for one or two games as a gimmick, but Jesus h christ I'm an adult now and sometimes you need to freeze everything RIGHT NOW and single player games that you can't pause are stupid as hell. Like I get maybe not pausing for accessing gear menu. But then at least give us a separate pause in case I have to run to the post office or take a business call or something
I recently started another play through of RDR2, while figuring out the settings on my old Linux gaming PC. I'd forgotten how long it is between save points during that oh-so-long first segment up in the mountains. Christ. Having to play for half an hour just to get to a point where I could save up.
Not quite a setting, but every game should be required to tell you how long ago the last save was when you quit the game. I absolutely don't understand why it's only a tiny minority of games that does this, it is such an obvious thing to do
I like this, and I think it should be complemented with a "Save and Quit to OS" button.
Like a timestamp on the save?
I'm thinking specifically when you exit the game, and it says "Are you sure? All progress since you last saved will be lost", it should just have an additional "(last saved 2 minutes ago)" line in there. I think the recent Spiderman games did that, iirc
Ah yeah, then absolutely. Warning you that you may be fucking up and then having you quit on faith is an insane move by a dev.
Well yes and no. Stellar Blade for example. When you click exit to desktop it pops up the usual unsaved data will be lost stuff but also has a timer below it showing when the last save was made
pausing during cutscenes - it's weird that this isn't always an option even in AAA
This is totally unrealistic but it would be sweet if there was a button for showing you a compilation of recent cutscenes or something for when you havnt played a story heavy game in a while and forgot what’s going on.
Like in the main menu give me a memory button or whatever that basically brings me up to speed to where I left off. Could be replaying cutscenes or showing me text of recent events, who knows 🤷♀️
But there are too many times i have to put a deep rpg down and then life gets in the way and picking it up again becomes impossible when it doesn’t feel like I’m there anymore
One of the latter Final Fantasies did this. I think it was 13? Despite that game's many other rather glaring shortcomings, that part was pretty neat. I agree it should definitely be standard for most RPG and heavily story driven games.
Oddly enough I think that porn games are a little closer to do what you suggest because rewatch the cutscenes is kinda important it seems in that genre 😅
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.
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.
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.
Games that honor alt-f4 INSTANTLY are amazing
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. 🙃
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.
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.
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.
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.
might sharing that, i had kinda started my own recently but curious if i missed anything obvious
Hopefully you never accidentally click the Quit button when you didnt mean to, lol
If I'm going to put 100+ hours into a game, there better be a setting to mute BGM, because no matter how good the OST is I will eventually tire of it and want to listen to something else.
I’d love it if a group could collude on a standard for music signals.
Imagine this: You have a music player following this signal standard.
Game starts, it signals GAME_STARTED, and the media player signals STOP_GAME_MUSIC, so the game itself plays no BGM, leaving it to the music player. But, then the game can also signal later on: THEME_MENUS, THEME_EXPLORE, THEME_COMBAT, THEME_BOSS; and the media player can respond to that by cross fading between playlists built for each.
Similarly, granular audio options that separate dialogue from ambient from music from system sounds. Definitely don’t need my ears blown out just to hear dialogue.
I like having the background music very low, but not off, system sounds a bit above that, sound effects higher than system but lower than dialogue, which is maxed. And of course ambient sound levels really depend on the game and what kind of ambiance it has.
Same thing with granular contrast/gamma/etc. Don’t just provide a few preset options, especially if they can only be set before you start the game (also they should never only be set from the main menu, never). Let the player choose whatever they want on the fly. I love playing with everything bright so I can see wtf I’m doing, I don’t give half a shit if the devs think it should be so dark it’s not navigable. I disagree.
Here’s a simple one. On PC, a lot of games let you use the keyboard/mouse or a controller. On some games it’ll switch the prompts to the layout of the last type of input you used. However I tend to use a controller for everything, except I’ll use a mouse for more fine tuned control since I suck at aiming with a joystick. But then what happens is the input notifications switch to keyboard/mouse and sometimes don’t switch back.
I’d love to see an option to force which input style gets displayed on screen. Keyboard/Controller/Auto
And some games don't let you use both at the same time!
That was the worst. One time I had a remote desktop host software running, nothing was even connected, but it was detected first or something stupid, and I couldn't input the game at all. What an absolute nightmare to troubleshoot. I ended up just never actually playing that game with those friends because I couldn't, and everybody ended up not playing more of it or any of the sequels as a result.
For over-the-shoulder games, separate field-of-view AND CAMERA DISTANCE.
For player-hosted games, an option to reject hosts using unsuitable hardware or low bandwidth, high latency networks. My gripe is specific to Warframe on the Switch 1, but if the developers of any game can't/won't operate public game servers and choose to offload the responsibility to the players, the choice should belong to the players.
Chromatic aberration and film grain. If your game has either of those and no way to turn them off, I wish you a slow, painful death and I will probably refund it.
Subtitles for the hearing impaired. Like when a switch flicks it writes click on the screen.
I'm not impaired, but I like to have the sound down for stealth gaming.
Take it a step further, and require optional direction indicators. Not only do you get click on screen. You also have an option to get a little arrow pointing to which direction it came from. I have several friends with a bad ear. They can hear fine out of one ear, but not the other. That direction indicator allows them to track sound cues that would otherwise be useless to them.
The newer God of War games were pretty good about this, for instance. There were collectable ravens, which were usually found via sound cues; they would loudly caw for you to be able to track them down before you saw them. But if you only have one good ear, you can’t tell which direction the sound is coming from. The direction indicator bridges that gap, by adding a little arrow next to the raven cawing sound alert. For a more straightforward example, if an NPC says something, you get an arrow pointing to the NPC. Handy for when random NPCs have off-screen chatter.
"Best I can do is Mario loudly saying "Good Bye!" when you close your Nintendo DS to hide under your pillow."
~ Nintendo
Pause and save during cutscenes.
I cannot name the amount of times I've tried to press escape and skipped a cut scene when all I'm trying to do is bring up the menu to pause. I'll add to this 'cinema mode' which some games have. Let's you go in and view cutscenes again. Should be standardized.
- Developers should spend effort vouching for a launch without startup logos. Even if supporting libraries/publishers are credited some other way, startup movies take up a lot of time when gamers launch the game many times.
- Trails in the Sky has a feature where you can choose to launch the game directly into your most recent save game rather than ending up at the menus. This would be a boon for many singleplayer games, especially those with densely animated menus.
Adjustable HUD offset for widescreen.
I have a 32:9 display and it SUCKS when HUD elements are anchored to the sides. I have to turn my head to see it!

I get enough of this from my glasses, thanks.
Yeah any setting that tries to make things photoreal needs to be able to be turned off. Fringing, vignette, motion blur. What's next? Strobing? Jfc. Like yeah those can all look really good if tumed properly. But tuning for everybody's monitor and everybody's room ambient light or sunlight is really tough. Let people at least turn them off, and if you've got time, you can add in some changeable values.
the bane of my eyes. I don't have glasses, but holy hell this effect starts to strain my eyes when games have it.
- Description of the effects and hardware demands of graphics options.
- An actual benchmark for 'optimized settings' (even if it's just crunching numbers) instead of hardcoded GPU names.
- Clear indication of which difficulty the game was balanced for.
- Msaa. Hate running old games at 200 fps with jagged edges and blur thanks to fxaa.
- Instant controls switching between controller and keyboard. Tired of games that pick input type at startup, pick input glyphs at startup, ignore first button press from a different input before switching, disable controller if keyboard input is detected etc etc. Edit: exciting new addition courtesy of arkham origins: detecting steam input as a keyboard
- Not games but steam: just let me force steam input on all games like Proton.
Also how 'full potato' do you want it to be? I assume the settings don't scale below low, so it'd be just turning off shadows, reflections etc. Would even the lowest resolution textures fit in the vram of an older card? And besides, the engine is probably designed for modern multi core cpus so even if the graphics could be scaled down it might not run well
I always dread picking up a new game that is kinda demanding on the hardware because I hate to keep testing all graphical settings to have the best graphics with good fps. The least they could do is show a split scene with each setting on or off so you can judge with your eyes, but a button that you set the fps and the game crunches some numbers and benchmark to find the best quality graphics settings it can do at the target fps.
If it can adjust the graphics on demand would also be awesome because some games can have variable demands during gameplay.
top 99 comments