Title is tongue in cheek, of course—they probably are gamers. I get that making a game is complex and full of trade-offs, and you can’t please everyone. Still, there are certain design decisions that just feel like they weren’t made by people who play games regularly.

  • Feydaikin@beehaw.org
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    5 hours ago

    One thing, and it’s likely just an oversigt, but controls. With Consoles being the computers that everything is designed for, the lack of proper controls for Mouse & Keyboard have become a bit of a nuisance.

    Normally, it’s not a big deal. You just configure them yourself.

    But it did irk me some when I gave Cyberpunk a go and tried to switch the Interact/select button from (F) to (E) and it didn’t move both functionalities. Now (E) was Interact, but in menus it defaulted back to (F) as if menu select was a different function.

  • Megaman_EXE@beehaw.org
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    23 hours ago

    I’ve been streaming recently, and one thing that stands out to me is when you first boot up a game and it doesn’t have a start menu with settings.

    I noticed it before, but now I really notice it. If something is wrong with the settings, sometimes that intro is unplayable or a less than optimal experience. So you have to try and skip, fix the issue, and then restart the game and try again. This seems to be more of a PC issue than a console issue, but even on consoles sometimes you need to adjust things like brightness or add subtitles

  • sculd@beehaw.org
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    24 hours ago

    The replies here feel more like “list of game features that I do not like”

    • IAmJacksRage@beehaw.org
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      22 hours ago

      It’s interesting to try to separate those two categories. Why else would a dev do those things unless they’re out of touch with actual gaming? I mean, adding a way to skip a cut scene is definitely not a budget issue.

      • sculd@beehaw.org
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        22 hours ago

        Probably priority? They have a tight deadline and skipping cut scenes is not a priority feature.

        I have also seen game where dev deliberately ignore call for adding a skip scene button because they want their players to read the story. You can disagree with it but maybe the dev really think their cut scene is worth watching. That doesn’t necessarily mean they don’t play games, its just that they have high pride in their work.

        I know the above is a controversial take. But I have no problem watching cut scenes if that is the dev’s intention.

        • theOneTrueSpoon@feddit.uk
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          9 hours ago

          It would be cool if they were smart about it. Like, make you watch a cutscene once, but if, say, the cutscene is just before a tough boss and you saved just before the cutscene, then if you lose to the boss and need to try again, you won’t have to watch the cutscene a second time. Especially if it’s a long one.

          There should always be an option to pause a cut scene though.

  • masterspace@lemmy.ca
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    1 day ago

    Can you bring up the pause menu at any point (including cut scenes).

    I’ve always felt like a sign of a well polished game was one where the pause menu would work at any point, including during cutscenes.

  • pleasestopasking@reddthat.com
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    1 day ago

    When you can’t tap a button to fill the text dialogue, and have to wait for each letter to individually populate for 15 speech bubbles in a row.

    • saigot@lemmy.ca
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      1 day ago

      or even worse when you have to wait for the voiced dialogue to finish before it lets you continue.

      • SEND_BUTTPLUG_PICS@lemmy.zip
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        1 day ago

        I like that BG3 let’s you skip the voice dialogue but I wish there was an option to speed up the voice acting because I really love the voice acting and the story is great but I find myself spacing out during long cutscenes. I don’t want to skip them I just want them to speak quickly!

      • brsrklf@jlai.lu
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        1 day ago

        I’ve been replaying Dragon Quest Builders 2. The game isn’t voiced, most of dialogues are classic RPG text boxes that you can speed up and skip, BUT. There are special lines of dialogue that are “voices” in a character’s head.

        They are unskippable, and they’re like a dozen words each that stay on screen for about 20 seconds or more. Some of those dialogues have about 6-7 of those. It’s unbearable, and it’s genuinely the worst part of starting a game again. Hell, it was the worst part of doing it the first time, too.

        Somehow English localisation created this, in Japanese the messages go a lot faster. Though even those couldn’t be skipped, because… fuck you that’s why.

    • Coelacanth@feddit.nu
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      1 day ago

      I just played through Pentiment and even on the fastest speed dialogues were painfully slow. It wouldn’t fix all the other pacing issues, but the text popping up instantly would be a huge improvement.

      • Maestro@fedia.io
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        1 day ago

        I loved that game and I love the setting and art, but it’s soooo much reading. And I love reading, I really do! But it began to wear me down near the end.

        • Coelacanth@feddit.nu
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          15 hours ago

          I have very mixed feelings about it. I also adored the art and setting, and I really appreciate the historical research that has gone into making it. And there were some well written characters in there.

          But man, the game is sloooooow. The last act in particular was like pulling teeth. Reading is fine when what you’re reading about is interesting. There were so many banal, shallow and uninteresting conversations in there that really tested my patience.

  • 🇰 🌀 🇱 🇦 🇳 🇦 🇰 🇮 @pawb.social
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    I wouldn’t really say it’s the devs for most of the stuff I see that has me questioning if whoever was in charge ever played a video game before. Stupidly simply QOL things that end up being absent in a game that is ripping off another game, likely only absent because the dev team didn’t have time to work on those elements.

    However, games that constantly take control away from the player like every 2-5 minutes, I have to question the designer themselves. I wanted to play a game and these kinds of games end up getting watched like a movie with how often you don’t have any control over what’s happening. And I don’t mean games like Detroit Become Human or even The Quarry (which is 100℅ an interactive movie), I mean shit like Dragon’s Dogma 2 or a lot of the newest Nintendo first party titles. It takes away controk of your character for some of the stupidest shit; like high fiving your team mates without any input from the player.

  • Kichae@lemmy.ca
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    1 day ago

    Quick Time Events; characters that automatically do 60 things just by holding down “forward” on the joystick; the Ubisoft logo.

      • I Cast Fist@programming.dev
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        12 hours ago

        Or a fake limited time choice, as in, the character speaks as if they have to act or choose quickly! But if you don’t press anything, they’ll just stand there in a dramatic pose. Or go ahead and act as if you pressed the button anyway (Saints Row 3 had those)

  • tias@discuss.tchncs.de
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    Long cutscenes that don’t let you save or pause when anything comes up that forces you to leave the keyboard or just focus elsewhere.

    “Control” was the worst wrt this (or was it Quantum Break? Maybe both). I was just about to go to bed when it showed me a “cutscene” that went on for more than 30 minutes. Turned out later that you could actually go back to watch it again afterwards, but there was no indication of that at the time.

    • MentalEdge@sopuli.xyz
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      That would have been Quantum Break. I don’t recall Control having any one cutscene that long.

      But Quantum Break did the whole video-game/TV-series hybrid media thing, and was full of “episodes” that were essentially 30-minute cutscenes.

      • evening_push579@feddit.nu
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        1 day ago

        Same with the Switch and easily one of the top features. Laundry done? Sleep mode. SO asks something? Sleep mode. Done pooing? Sleep mode.

    • marighost@piefed.social
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      1 day ago

      I’m playing through Control now and haven’t encountered that (fun game btw!), so methinks it’s Quantum Break you’re thinking of.

      I agree with you, though. Sometimes I have to step away for whatever reason and end up missing something because I can’t pause.

  • I Cast Fist@programming.dev
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    1 day ago

    Unskippable cutscenes. While I do love Soul Reaver’s storytelling, sometimes I just want to skip the damn thing and get on with the adventure.

    Walking simulators. The devs just wanted to tell a story, not make a game.

    • brsrklf@jlai.lu
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      1 day ago

      If we’re complaining about bad UX, and speaking about Soul Reaver, games with no subtitle option. Or bad, unreadable subtitles that spoil 2 minutes of dialogue at once (and that one’s for you, Bioshock).

  • luciole (he/him)@beehaw.org
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    1 day ago

    When the game is such a precious labour of love, so obviously cared for, and constantly improved, that there’s no way the dev has any time left for gaming.

  • altkey@lemmy.dbzer0.com
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    1 day ago

    Singleplayer games with time-based farming simulator minigames you won’t complete without gaming the date\time in your system (easter eggs are welcome tho). Grindy platinum achievements well outside even a dedicated minority’s norms, just getting bigger numbers or save skamming for opposing endings. Button-mashers with an undisclosed randomization of a final result under the hood.

    • apotheotic (she/her)@beehaw.org
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      8 hours ago

      Toby Fox was forced to add trophies to the PlayStation release of undertale and deltarune, and made them oppressively annoying in protest, so I feel like there are exceptions to this

  • Satellaview@lemmy.zip
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    1 day ago

    When maxing out the damage stat just makes your game trivially easy.

    Stat systems are hard and prone to optimization problems. But c’mon, you at least gotta test the glass cannon build that you know everyone’s gonna try first.