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.

  • shadshack@sh.itjust.works
    link
    fedilink
    English
    arrow-up
    2
    ·
    14 hours ago

    Invisible walls. And I’m not saying the ones that are like way up out of the way that you have to nearly use glitches to get to. I’m talking the “walking down a city street and then you’re stopped in the middle of the road for no reason” kind. Like, you put area there that I can see, I want to go there. If you don’t want me to go there at least put something there to indicate it’s the edge of the map.

  • Pika@sh.itjust.works
    link
    fedilink
    English
    arrow-up
    127
    arrow-down
    1
    ·
    edit-2
    6 days ago

    unpausable cutscenes. Nothing bugs me more than getting interrupted in the middle of a cutscene and not being able to press escape to pause the cutscene. You’re forced to try to split your attention between what interrupted you and the cutscene or restart and see the cutscene from the beginning again.

    Extra annoyance points if escape immediately skips the cutscene without any indication it’s going to.

    • Doc_Crankenstein@slrpnk.netOP
      link
      fedilink
      English
      arrow-up
      35
      ·
      6 days ago

      All this. Everyone focuses on not being able to skip a cutscene but not being able to pause it is even worse for me, especially when trying to pause actually does skip the cutscene.

        • Pika@sh.itjust.works
          link
          fedilink
          English
          arrow-up
          7
          ·
          6 days ago

          omg yes, I loved when games gave a replay stories or replay core concepts section of the menu, it’s not that hard to add but it lets you recap as well!

          • Doc_Crankenstein@slrpnk.netOP
            link
            fedilink
            English
            arrow-up
            6
            ·
            6 days ago

            Feel like that used to be more common for games to have a “Movie/Cinematics” option in the “Extras” menus, treating cutscenes like unlockables, where you could go back and rewatch everything.

            Really disappointing that more games don’t do this. It’s not like it’s a hard thing to add to a game code wise. It’s just a menu to the mp4 files with a “yes/no” check against the save file for if the scene has been unlocked or not.

            • Björn@swg-empire.de
              link
              fedilink
              English
              arrow-up
              2
              ·
              6 days ago

              It’s a sign of the times. When I was a kid the cutscenes were the reward for winning the game, or a portion of the game for those bigger games that could afford more than two cutscenes.

              But for my kids cutscenes are the boring things that keep you from playing.

    • BurgerBaron@piefed.social
      link
      fedilink
      English
      arrow-up
      3
      ·
      5 days ago

      Extra annoyance points if escape immediately skips the cutscene without any indication it’s going to.

      Rage inducing absolutely.

    • Cethin@lemmy.zip
      link
      fedilink
      English
      arrow-up
      3
      ·
      5 days ago

      I never pause cuscenes, not because I don’t want to ever but because I’m always afraid I’ll skip it instead.

    • SaraTonin@lemmy.world
      link
      fedilink
      English
      arrow-up
      5
      arrow-down
      2
      ·
      6 days ago

      For me, it’s cutscenes in general. I know there are people who do care in general, but for me a game where I care about the plot is very rare. And the examples I can think of (Outer Wilds, or Ico, for two examples) either have no cutscenes or very few brief ones, and tell the story in a different, more immersive way.

      For me, a general rule is - if the game forces moments on me when I can put the controller down and wander into a different room, then that’s not what I’m interested in. I want to actually play the game.

  • Infrapink@thebrainbin.org
    link
    fedilink
    arrow-up
    88
    ·
    6 days ago

    Needing to log into an online account to play a single-player game.

    When a single-player game keeps pausing to tell me it can’t connect to the server.

    • Lojcs@piefed.social
      link
      fedilink
      English
      arrow-up
      20
      ·
      6 days ago

      Especially when this happens in small indie games.

      You were the chosen one Anakin!

  • EuroNutellaMan@lemmy.world
    link
    fedilink
    English
    arrow-up
    16
    ·
    5 days ago

    Cutscenes that can’t be paused, especially if they’re longer than 10 seconds.

    Do you have the slightest idea how frustrating it is to be mid-cutscene, something else requires my attention, and I cannot fucking pause it? Singlehandedly my biggest gripe with gaming.

    • Tigeroovy@lemmy.ca
      link
      fedilink
      English
      arrow-up
      9
      ·
      5 days ago

      Yeah, when the start button instead just skips the cutscene with no additional prompt? Extremely annoying!

    • ArxCyberwolf@lemmy.ca
      link
      fedilink
      English
      arrow-up
      8
      ·
      5 days ago

      Same with unskippable cutscenes, especially before a difficult boss. It’s no fun to have to sit through it over and over if I’m struggling with said boss, or have to sit through a cutscene I’ve seen several times in previous playthroughs. This also applies to the game’s credits.

    • kieron115@startrek.website
      link
      fedilink
      English
      arrow-up
      3
      ·
      5 days ago

      I’m always afraid to test ESC during a cutscene because I’ve been burned by games that auto skip cutscenes when you hit ESC. Who does that.

  • Ashu@lemmy.zip
    link
    fedilink
    English
    arrow-up
    98
    ·
    6 days ago
    • Follow this character to the objective
    • Walking
    • Too slow
    • Running
    • Too fast

    jfkajfADAHSVb

    • RogueBanana@piefed.zip
      link
      fedilink
      English
      arrow-up
      32
      arrow-down
      3
      ·
      6 days ago

      And then there are games that seamlessly matches your pace and animation with the NPC once you get close to them. cooms

    • bryndos@fedia.io
      link
      fedilink
      arrow-up
      9
      ·
      6 days ago

      Aah, i think it was tie-fighter, where you could lock on and press a key to match speeds with an enemy - (albeit instantaneous only). Maybe it was there in x-wing, but i feel like it was one of the minor qol improvements in tie-fighter that made it better.

      • Björn@swg-empire.de
        link
        fedilink
        English
        arrow-up
        2
        ·
        6 days ago

        They ported it over to X-Wing in later versions. Also, play XWVM, if you haven’t already.

      • Rozz@lemmy.sdf.org
        link
        fedilink
        English
        arrow-up
        2
        ·
        6 days ago

        I think about that surprisingly often. Also how nice would that be in real life too, not just games.

        • Doc_Crankenstein@slrpnk.netOP
          link
          fedilink
          English
          arrow-up
          5
          ·
          6 days ago

          We have that option for cars to match speed with each other in the same travel lane … It’s called a “train”. We should build more of them.

        • bryndos@fedia.io
          link
          fedilink
          arrow-up
          2
          ·
          6 days ago

          When they have motorway roadworks here there they often have “average speed limit zones”. set like 40-60mph. speed camera enforced at start and end.

          Everyone just pootles along steadily at very close to 39 or 49mph no overtaking. It’s great.

    • ghostlychonk@lemmy.world
      link
      fedilink
      English
      arrow-up
      8
      ·
      6 days ago

      I cannot fathom how Bethesda still can’t get this right. It can’t be difficult to just set NPC speed to match player speed.

  • termaxima@slrpnk.net
    link
    fedilink
    English
    arrow-up
    18
    ·
    5 days ago

    Games you can’t pause. I love Dark Souls, but PLEASE give me a real pause button !

    I’m okay with the inventory not pausing, that’s part of the game design. I’m not okay with the fact I can’t pause at all, so if my neighbour rings for their spare key when I’m fighting Kalameet I just have to die 🤷🏻‍♀ (true story btw)

  • Don_alForno@feddit.org
    link
    fedilink
    English
    arrow-up
    15
    ·
    5 days ago

    Anything that needlessly makes me repeat content I already beat or similarly wastes my time. Some examples are:

    Fixed save points in general.

    Unskippable cutscenes between the last fixed save point and the boss fight.

    No autosave or fixed save point after a boss fight.

    Preventing me from backtracking after I stumbled into a cut scene and/or boss fight because it wasn’t obvious which path led to a point of no return.

    Oh, and no Play Station style controller glyphs. Come on, it’s an additional set of images, now hard can it be to implement?

    • FooBarrington@lemmy.world
      link
      fedilink
      English
      arrow-up
      2
      ·
      5 days ago

      Fixed save points in general.

      To be fair, non-fixed savepoints introduce a bunch of additional work, especially on the gameplay design and testing sides, and for some games that work is better invested into other aspects of the game.

      But if savepoints are fixed, they have to be frequent enough to not become an issue.

  • fakeman_pretendname@feddit.uk
    link
    fedilink
    English
    arrow-up
    67
    ·
    6 days ago

    Not being able to pause or save at any point.

    I’m a “grown-up” these days, but I grew up with games and they’re part of my life, and I love them - but in the larger scale of things, they’re still toys. The requirements of a pet/partner/child/phone call/doorbell will always nearly always outrank them.

    “We don’t let you pause because it’s a simulation and and you can’t pause real life so it means the game is more realistic” = piss off

    • Malta Soron@sopuli.xyz
      link
      fedilink
      English
      arrow-up
      24
      ·
      6 days ago

      Yeah, or you can pause the game by opening the menu, but not when you’re in dialogue, when it matters most.

      • yermaw@sh.itjust.works
        link
        fedilink
        English
        arrow-up
        27
        ·
        6 days ago

        Long cutscene that you’ve tried so hard to reach. Will pressing start pause the game or skip it forever?

    • bravesirrbn ☑️@lemmy.world
      link
      fedilink
      English
      arrow-up
      5
      ·
      5 days ago

      One thing I love about the Nintendo Switch, you can suspend any game at any time (except online multiplayer ofc) with a single button press

      • fakeman_pretendname@feddit.uk
        link
        fedilink
        English
        arrow-up
        3
        ·
        5 days ago

        Yeah, the Steam Deck is actually pretty good for this on most games.

        On a computer, you can, I suppose, set up a keyboard shortcut to pause the process, but you still think “this should just be part of the game in the first place”.

    • CileTheSane@lemmy.ca
      link
      fedilink
      English
      arrow-up
      2
      ·
      4 days ago

      During EA for Hades 2 if you paused while fighting the god of time he would say “I control time here!” And unpause the game. It was funny, but if I need to answer my door I don’t want to lose my run. Thankfully that has been changed.

  • Sunsofold@lemmings.world
    link
    fedilink
    English
    arrow-up
    2
    ·
    3 days ago

    My particularly niche gripe is bad dialogue tree options. There are so many games where the mechanism is selecting an option and watching it play out, but so many of them are shit when it comes to the difference between what you see as the option and what actually is said/done. Heavy Rain did it. ‘What should the character say next? Unreadable zalgotext option A, or unreadable zalgotext option B?’ Or ones where the options on screen are ‘A) I thoroughly agree. B) I thoroughly disagree. or C) What?’ but selecting C means the character isn’t just asking for clarification because ‘What?’ actually points at the voiceline, ‘What the fuck are you talking about, you piece of inhuman filth? I bet your a murdering rapist.’ If I can’t have some idea of what selecting an option will do, I’m not actually playing a game at that point. I might as well be trying to play Mario with a controller that remaps itself randomly.

    • Doc_Crankenstein@slrpnk.netOP
      link
      fedilink
      English
      arrow-up
      3
      ·
      3 days ago

      Then coming across a knee high wall or something you can easily just walk over blocking progression but, nope, can’t jump and the game isn’t treating it like stairs.

      It’s such a small thing but can completely take the wind out of your sails when playing.

    • Ashu@lemmy.zip
      link
      fedilink
      English
      arrow-up
      9
      arrow-down
      1
      ·
      6 days ago

      Alaternatively, PUBG lets you quit to desktop from the in-game pause menu, and I’ve hit it accidentally so many times.

      • Doc_Crankenstein@slrpnk.netOP
        link
        fedilink
        English
        arrow-up
        8
        ·
        6 days ago

        *flashbacks to The Forest pause menu having the exit game button in the same place as the back button*

        So many times I backed out of settings by double clicking and accidentally closed the entire game and thus the multiplayer lobby I was hosting

      • bryndos@fedia.io
        link
        fedilink
        arrow-up
        5
        ·
        6 days ago

        in old dos games “boss key” was usually ctrl+b or ESC

        I never understood the point until I grew up a bit.

    • artyom@piefed.social
      link
      fedilink
      English
      arrow-up
      4
      ·
      6 days ago

      Honestly this is my favorite feature of the Steam Deck and SteamOS. I can (and do) even shut down the entire PC in the middle of a game.

    • mrgoosmoos@lemmy.ca
      link
      fedilink
      English
      arrow-up
      16
      ·
      6 days ago

      oh, hey, you haven’t launched this game in a year

      please download and install the new launcher. please login to the new launcher. your login does not work, please go to the website to reactivate your account. you must restart your system to reset the launcher login screen. please wait a full minute for the launcher to finish loading. please wait thirty seconds for us to process your login credentials. please wait fifteen seconds for us to begin the process of launching the game.

  • jjjalljs@ttrpg.network
    link
    fedilink
    English
    arrow-up
    10
    ·
    5 days ago

    Any time I realize the optimal path is really boring or tedious.

    Like, imagine you could sell junk to vendors for money, but for some reason you get more money if you sell them one at a time. Spending five minutes splitting inventory stacks sucks, but it’s 30% more gold and that’s the difference between the cool sword or the basic sword.

    A made up example, but hopefully gets the point across.

    Related: long travel times with nothing interesting or challenging happening. I remember playing some shitty MMO and you had to like run through a building, go up an elevator, and down a long hallway every time you wanted to learn skills. Just five minutes of nothing. Gotta juice those playtime stats, I guess.

    It’s different if there’s stuff to do en route. Monsters to fight or whatever. But when it’s just jogging? Very disappointing.

  • Devial@discuss.online
    link
    fedilink
    English
    arrow-up
    19
    ·
    edit-2
    5 days ago

    Games that don’t allow you to pause and skip cutscenes.

    I don’t want to have to miss half of the cutscenes just because someone interrupted me or the phone rang or something half way through. Alternatively, when I’m on my 23rd replay of a game, I do not want to have to sit through every cutscenes I already know by heart.

    Oh, and modern games that allow manual saving at any time, not having any kind of regular auto save (looking at you here BG3).

    If you’re fine from a gameplay pov with having the player save whenever, then there’s really no good reason whatsoever to not have one or two auto save slots that get saved every 10-20 minutes or so, at least as an option in the menu. ESPECIALLY in open world games (like BG3…) where you can easily go literal hours at a time without hitting a checkpoint save. And yes, I am still salty over learning about BG3’s lack of regular auto save when I lost like 2.5 hours of progress on my first run.

    • Soggy@lemmy.world
      link
      fedilink
      English
      arrow-up
      2
      ·
      5 days ago

      I do not want to have to sit through every cutscenes I already know by heart.

      Forget it, there’s no way you’re taking Kairi’s heart!

    • demonsword@lemmy.world
      link
      fedilink
      English
      arrow-up
      1
      ·
      4 days ago

      Games that don’t allow you to pause and skip cutscenes.

      This is the main reason I cannot replay Valkyrie Profile

  • Broadfern@lemmy.world
    link
    fedilink
    English
    arrow-up
    50
    arrow-down
    2
    ·
    6 days ago

    Lack of accessibility options, not unlike you.

    Most games are better about this now, but subtitles, difficulty options, and the ability to turn off flashing lights are critical to the point I can’t play for long, sometimes at all without them.

    • Doc_Crankenstein@slrpnk.netOP
      link
      fedilink
      English
      arrow-up
      27
      arrow-down
      2
      ·
      6 days ago

      Thank you for saying difficulty as an accessibility feature. So many people think difficulty is something inherent to a game’s design but completely miss the fact that difficulty is subjective.

      Every game should have difficulty options. No exceptions.

      • paraplu@piefed.social
        link
        fedilink
        English
        arrow-up
        8
        ·
        6 days ago

        Granular difficulty options also help. Things like being able to make the parry timings easier or harder than that rest of the difficulty.

        If your difficulty presets are turning a bunch of levers at once, letting folks make their own can be very helpful.

        There’s also things that aren’t often considered difficulty, but that can definitely make a game harder for some folks.

        With Witcher 3 the only way I was able to play it successfully was modding it to be able to ignore a bunch of mechanics I found tedious. Things like ignoring carry weight, turning off item durability, lengthening potion duration, having items scale to my level, and hoovering up loot. Inventory management is often exhausting for me.

        It’s not an easy fix this can break a game’s economy, and I think I had separate mods to reduce the impact of that.

      • bryndos@fedia.io
        link
        fedilink
        arrow-up
        3
        arrow-down
        4
        ·
        6 days ago

        Good games have a difficulty curve that scales, usually they just speed up level by level.

        “Life is just like tetris, it just gets harder, then you die.” - Mark Twain

        You can’t make an ‘easy’ mode for tetris, but you could effectively start at level minus 10 or something.

      • Goodeye8@piefed.social
        link
        fedilink
        English
        arrow-up
        3
        arrow-down
        10
        ·
        edit-2
        6 days ago

        I disagree with the idea that every game should have a difficulty option. If the difficulty is there just for the sake of challenge, then difficulty options should be there because in that case it’s not all that different than setting self-imposed rules for additional difficulty. But when difficulty serves a bigger purpose I can absolutely understand keeping a standardized experience.

        For example in ARC raiders the ARC are so dangerous that they’ve pushed people underground and going topside is this risky endeavor. But if the ARC were pushovers you get this narrative dissonance where the enemy is supposed to be so dangerous that humans can’t thrive but when you fight them they die instantly so why can’t humans thrive? ARC also pose as a balancing act to the game because if the ARC weren’t dangerous the game would just be PVP with looting. You have to take ARC seriously even if you know how to deal with them because of how easily the script can be flipped on you. ARC raiders obviously doesn’t really have difficulty options because of its multiplayer nature but it does show that difficulty can have a narrative impact and difficulty can impact how you approach the game. If the game was easier it would arguably end up as a worse experience.

        And difficulty can also be used to make you feel a certain way. This is why I’ve argued against Dark Souls needing difficulty options (and to be clear, I’m talking about ONLY Dark Souls 1). There’s a reason some people call Dark Souls a cathartic experience, because that’s what the game is going for. Lordran is a world in despair. The end of an era is coming and the world has been plunged into decay. The denizens of Lordran have fallen into despair, given up and hollowed. And Dark Souls wants you to feel that. Dark Souls wants you to feel the despair and find the will to continue despite that despair, lest you become one of the hollowed people of Lordran. The game is challenging specifically to make you feel like you’re being treated unfairly, like you’re against impossible odds, like you’re supposed to fail, like there’s no point playing and just give up and never play again. Because when you eventually overcome that unfair and impossible scenario you’ve failed a dozen times all the emotional tension gets released and you achieve catharsis. If you don’t feel the failure you can’t feel the catharsis thus by making the game easier the game loses a part of what it is.

        Dark Souls is not just a game, Dark Souls is a piece of art. We give other art the respect to be their own thing. People accept Kafka novels are hard to read. People accept The Downward Spiral is hard to listen. People accept Requiem for a dream is hard to watch. But when Dark Souls is hard to play we complain? I say let art be art. If we want to treat games as art then every game can’t have difficulty options. Some games can, will and do use difficulty in a way that elevates their artistic vision. In my eyes denying games the tool of difficulty is to deny that games can be art.

        • GrantUsEyes@lemmy.zip
          link
          fedilink
          English
          arrow-up
          7
          ·
          6 days ago

          You are failing to see that people with some sort of disability are already against impossible odds, not only in the game but in life. They already know that feeling you talk about, why not let them partake in this piece of art? It will still be a challenge.

          If your worry is that normies would exploit this and not “earn” their victory, it also does not affect your experience of the game at all. Just like nobody is going to force you to do a SL1 run - that’s a choice-, why not have that the other way arround? :)

          • Goodeye8@piefed.social
            link
            fedilink
            English
            arrow-up
            1
            arrow-down
            5
            ·
            6 days ago

            You are failing to see that people with some sort of disability are already against impossible odds, not only in the game but in life. They already know that feeling you talk about, why not let them partake in this piece of art? It will still be a challenge.

            That is just opening up a whole other can of worms. Would you argue sim racing games should cater to people with disabilities? Should puzzle games cater to people who don’t have the capacity to solve puzzles?

            If your worry is that normies would exploit this and not “earn” their victory, it also does not affect your experience of the game at all. Just like nobody is going to force you to do a SL1 run - that’s a choice-, why not have that the other way arround? :)

            I love how you instantly assume the kind of person I am. Yeah, it would be my choice to do a SL1 run, the game isn’t designed around doing SL1 runs. The game is designed around evoking a specific emotion that requires people to be challenged enough to feel like they’re overcoming a challenge. How do you feel like you’ve overcome a challenge when you just turn off the challenge when it gets too tough?

            • GrantUsEyes@lemmy.zip
              link
              fedilink
              English
              arrow-up
              6
              ·
              6 days ago

              Not everything is for everyone, of course. But I argue that everything, any game genre should be accesible for anyone who wants to try, and like with anything else, people will filter themselves out if it’s not for them.

              I love soulslikes, I love the struggle. but I also happen to be intimately familiar with disability, and I know that disabilities and people with disabilities are all different. A blanket accesibility solution like difficulty opions would just level the barrier of entry for some people with a disability. That’s what I’m arguing should exist. So more people get to experience this piece of art. ¯\_ (ツ)_/¯ that’s just my take.

              Also, I’m not assuming you to be any kind of person, it’s just the most used argument against difficulty options I’ve seen.

              • Goodeye8@piefed.social
                link
                fedilink
                English
                arrow-up
                1
                arrow-down
                1
                ·
                6 days ago

                Not everything is for everyone, of course. But I argue that everything, any game genre should be accesible for anyone who wants to try, and like with anything else, people will filter themselves out if it’s not for them.

                I don’t think difficulty is on the same level of accessibility as say being able to turn off epilepsy inducing lights. Difficulty is more of a soft accessibility option because people can learn to overcome difficulty. It’s very rare to have difficulty that is simply impossible not to overcome. I get the people with disabilities angle but I also think they should be treated like people and as people I’d like them to experience art as it is. When it comes to something like Dark Souls, where the difficulty and hardship is so intertwined with the story, world and the metaphors about life itself, I think the piece of art would become less if the difficulty was reduced. I want people to experience Dark Souls like I did because it literally changed my life. I let the difficulty beat me so down that I changed as a person and I know that if I had had the option to turn on easy mode I would’ve 100% turned it on and rob myself from the chance to grow as a person. This is why I’m so adamant that difficulty options are not for every game because sometimes you can find something profound only after you’ve been pushed out of your comfort zone.

                • GrantUsEyes@lemmy.zip
                  link
                  fedilink
                  English
                  arrow-up
                  1
                  ·
                  5 days ago

                  Message is not comming through to you sug, so no point in continuing this back and forth any further, have a nice day.

        • BryceBassitt@lemmy.blahaj.zone
          link
          fedilink
          English
          arrow-up
          8
          arrow-down
          1
          ·
          6 days ago

          Whats difficult for you is impossible for others. Difficulty options are accessibility features and nothing will ever convince me otherwise

          • Goodeye8@piefed.social
            link
            fedilink
            English
            arrow-up
            2
            arrow-down
            10
            ·
            6 days ago

            And not everything is for everyone. Do you think (former) drug addicts would be comfortable watching Requiem for a dream? Would you argue the movie needs a cut that is suitable for addicts?

            • paraplu@piefed.social
              link
              fedilink
              English
              arrow-up
              9
              ·
              6 days ago

              If you have a specific trigger you may want to research the movie ahead of time for content. Resources like does the dog die help. Depending on your exact needs you may be able to use other tactics like watching with a friend.

              With games this is different in a couple big ways.

              • Difficulty is tuneable after the fact. The developer had to make choices about the numbers and implementing them in a way they can be scaled isn’t necessarily more work. Lazy scale the number difficulties are still more accessible than single difficulty.
              • Games are often too long to reasonably ask a friend to help you re-edit it by dealing with a specific mechanic every time. It’s also likely that a friend may not enjoy waiting around for their time to shine.

              With movies, there are still accessibility things that people do rightly complain about, like the sound mixing. Whispery actors mixed purely for movie theaters is an accessibility problem, even if it’s not typically framed that way.

              • Goodeye8@piefed.social
                link
                fedilink
                English
                arrow-up
                2
                arrow-down
                2
                ·
                6 days ago

                If you have a specific trigger you may want to research the movie ahead of time for content. Resources like does the dog die help. Depending on your exact needs you may be able to use other tactics like watching with a friend.

                And if people don’t want a challenging game they can research beforehand and decide not to play it. Or they can get a friend to help or they can find mods for the game or they can watch a playthrough. But with games instead of working around the vision (like you’ve suggested with movies) we decide that developers should compromise their vision.

                Difficulty is tuneable after the fact. The developer had to make choices about the numbers and implementing them in a way they can be scaled isn’t necessarily more work. Lazy scale the number difficulties are still more accessible than single difficulty.

                I think you’re mixing up difficulty for the sake of difficulty with difficulty for the purpose of something else. You can tune difficulty for the sake of difficulty and I don’t an issue there. I don’t think you can tune difficulty that’s designed to evoke a specific feeling or guide the player in a specific way. Take the Asylum demon from Dark Souls. It’s supposed to be near-impossible to beat the first time you see it because the game is telling you to do something different. If you turn the difficulty down and it becomes beatable then you’re actually skipping the rest of the tutorial the game designed for you. And of course environmental difficulties are even harder to tune. You can make Sens Fortress deal less damage but if you can’t avoid the traps you’re still going to end up knocked off and have to start again.

                • paraplu@piefed.social
                  link
                  fedilink
                  English
                  arrow-up
                  3
                  ·
                  6 days ago

                  Difficulty is much harder to research. It’s relatively easy to find if there’s depictions of drug use in a movie.

                  It’s much harder to tell how hard or easy a game is. I’m reasonably experienced with games, and every time I start one I still waffle over difficulty.

                  Dark souls often has both its difficulty and the importance of its difficulty to the experience overblown. You can still have encounters like Asylum Demon and Sen’s Fortress alongside difficulty settings.

              • Goodeye8@piefed.social
                link
                fedilink
                English
                arrow-up
                2
                arrow-down
                2
                ·
                6 days ago

                How is that a strawman? It’s literally my point translated to the movie medium. If it’s okay to demand easier options for games that deliberately use difficulty for artistic purposes why wouldn’t it be okay to make similar demands in other mediums?

                • Æther@lemmy.world
                  link
                  fedilink
                  English
                  arrow-up
                  9
                  arrow-down
                  1
                  ·
                  6 days ago

                  Its a straw man because no drug addicts are actually calling for this

        • Doc_Crankenstein@slrpnk.netOP
          link
          fedilink
          English
          arrow-up
          4
          arrow-down
          2
          ·
          6 days ago

          Games can be art even with adjustable difficulty.

          Again, difficulty is subjective. The art of gaming is in its storytelling, not it’s arbitrary mechanics that gate access to that story experience

          • Goodeye8@piefed.social
            link
            fedilink
            English
            arrow-up
            2
            arrow-down
            2
            ·
            6 days ago

            The art of gaming is in its storytelling, not it’s arbitrary mechanics that gate access to that story experience

            What kind of storytelling? Because if we’re talking about just the story it might as well be a movie or a book. It needs to have interactivity and that interactivity needs to support the story. So if the story is about hardship how can the player feel that when nothing is hard? To come back to the ARC example. How would it make sense that ARC have pushed humans underground when you as the player don’t fear ARC?

            • Doc_Crankenstein@slrpnk.netOP
              link
              fedilink
              English
              arrow-up
              3
              arrow-down
              1
              ·
              6 days ago

              It doesn’t have to make sense. Gameplay mechanics and the in game world and story are two different things.

              Again, difficulty is subjective. What is “hard” for one is easy for another. So let the player decide how hard they want their experience of the story to be.

              • Goodeye8@piefed.social
                link
                fedilink
                English
                arrow-up
                2
                arrow-down
                5
                ·
                6 days ago

                It doesn’t have to make sense. Gameplay mechanics and the in game world and story are two different things.

                Why are you even playing games if it doesn’t have to make sense? Clearly you care about the story but don’t care whether the gameplay supports the story? So if the gameplay adds nothing to the story why not just watch a youtube playthrough instead of playing it yourself?

                Again, difficulty is subjective. What is “hard” for one is easy for another. So let the player decide how hard they want their experience of the story to be.

                Difficulty is subjective but it has to be consistent if you’re trying to use difficulty to evoke an emotion. Imagine there’s a game that wants you to feel like you’ve overcome a serious challenge. How can the game do that when on the first sight of challenge you turn it into easy mode and skip the process of making you feel that way?

                • Doc_Crankenstein@slrpnk.netOP
                  link
                  fedilink
                  English
                  arrow-up
                  3
                  arrow-down
                  1
                  ·
                  6 days ago

                  Because I enjoy playing games and experiencing the story they have to tell? How is that hard to understand?

                  You can enjoy playing the game AND enjoy the story they have to tell, I also enjoy games that don’t have a story but have fun gameplay, but the two do not have to be tied at the hip and they shouldn’t.

                  You seem to fail at understanding what “difficulty is subjective” means. Who are you to determine what is a “serious challenge” for the player? Everyone is different. What is a serious challenge to overcome for one is a cakewalk for another, unless the player has the ability to adjust the difficulty to their liking and capabilities.

                  Who fucking cares if someone puts it down to easy? If that is the challenge they are comfortable with then let them have that option. Fuck off with that elitist bullshit.

      • XM34@feddit.org
        link
        fedilink
        English
        arrow-up
        3
        arrow-down
        7
        ·
        edit-2
        6 days ago

        I completely disagree. Difficulty is not an accessibility option. It’s a cheap way out of fixing more complex problems, but ultimately easier difficulty just means that you won’t have to interact with the game as much to get through it. No problem if the parrying lacks clear indications when you can just take the very weak hits from the enemies instead of learning the parry system.

        But for most games, it doesn’t really impact anyone if you add a difficulty slider, so game developers just do that instead of dealing with accessibility issues in their core systems.

        And then there’s the souls games. These games would become objectively worse by adding a difficulty option. When overcoming impossible odds is the core principle of the game, then adding a slider to make the odds mildly inconvenient instead of impossible will actively jeopardize that very principle!

        In fact there are countless stories of people with severe disabilities who found new hope in clawing through the souls games. They let go of their learned helplessness precisely because they realized that what their playing is hard and failing over and over again is an important part of the process.

        That being said, the souls games do deserve some criticism in some aspects regarding accessibility. There’s a lot in the UI and feedback department that could be done to improve accessibility without having a negative impact on the game itself.

        And as a last point, there are plenty of ways in which you can tweak several difficulty aspects of the souls games. Mavic is way easier than heavy strength builds which is way easier than dex builds. So, if you just want to go sight seeing, then why not use cheats and magic?

        • bryndos@fedia.io
          link
          fedilink
          arrow-up
          2
          arrow-down
          2
          ·
          6 days ago

          Yes agree. I cant get into elden ring because I’m not learning anything when i die. The odd time i get a dodge, or, parry or combo to work right, i can’t repeat; so i’m obviously not picking up the right cue or the timing. Maybe it’s steamdeck controller lag or something. Or maybe i’m just too old - i spend half an hour here or there. I just can’t do 5-15 hour long playing sessions anymore which might be what it takes to learn this stuff.

          I’m not sure they should change it to make cues more obvious though - there are just some games I’m going to be shite at.

          I don’t want it to be Moonstone on the amiga, turned into dull as shit within a few hours.

        • Doc_Crankenstein@slrpnk.netOP
          link
          fedilink
          English
          arrow-up
          5
          ·
          6 days ago

          Good for her. I’m glad she is having an active sex life and enjoying herself. No shame in being sexually promiscuous.

          You have a point or just here to be prude?

    • Dvixen@lemmy.world
      link
      fedilink
      English
      arrow-up
      2
      ·
      4 days ago

      In a similar vein, games that have sounds for everything. I have to play with sounds off in games I enjoy, and some sounds are used to foreshadow dangers that I end up unaware of because I can’t deal with the sound of crickets or bees or a random humming that are always present. (Shout out to Satisfactory for the incredibly granular sound control, overwhelming at first, but once it was set up it is great.)

      Remapping keys. I have function (and not always voluntary) but no feeling in part of my left hand, and an essential tremor that appears randomly. I need to disable some keys because I will find my character suddenly crouching/running/attacking or whatever at really inconvenient times, and with some games the controls are so touchy that I can’t aim or move in a straight line.

      Not colorblind, but some games have some very headache inducing colour choices, I have sympathy for those who can’t see colour A font on Colour B background.