this post was submitted on 08 Jul 2025
50 points (96.3% liked)

Gaming

32085 readers
432 users here now

From video gaming to card games and stuff in between, if it's gaming you can probably discuss it here!

Please Note: Gaming memes are permitted to be posted on Meme Mondays, but will otherwise be removed in an effort to allow other discussions to take place.

See also Gaming's sister community Tabletop Gaming.


This community's icon was made by Aaron Schneider, under the CC-BY-NC-SA 4.0 license.

founded 3 years ago
MODERATORS
 

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.

top 50 comments
sorted by: hot top controversial new old
[–] Faydaikin@beehaw.org 10 points 6 days ago* (last edited 6 days ago) (1 children)

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.

[–] joelfromaus@aussie.zone 2 points 3 days ago (1 children)

Alternatively, when the console control scheme is tight and well made but the PC controls are ASDF + whatever random keys spread at opposite ends of the keyboard.

[–] Faydaikin@beehaw.org 2 points 3 days ago* (last edited 3 days ago)

Yup, it's a peeve. I don't know why the buttons just get thrown onto the keyboard with a shovel.

Who thought crouch belongs on ( C) and Interact goes on (F) or even (X)? I get (F) if the game has a peek-mechanic, but most don't.

Just use (E). And crouch & sprint has always been on (Ctrl) & (Shift) respectively. It's the optimal configuration with WASD.

[–] prole@lemmy.blahaj.zone 9 points 6 days ago

Don't know if it's due to not playing games, but why tf is motion blur almost always on by default?

[–] bjoern_tantau@swg-empire.de 109 points 1 week ago

When there are several waterfalls in the game and not one has a secret behind it.

[–] masterspace@lemmy.ca 57 points 1 week ago (2 children)

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.

[–] Chronographs@lemmy.zip 39 points 1 week ago* (last edited 1 week ago) (1 children)

The worst is when the start button instantly skips the cutscene with no confirmation/warning

load more comments (1 replies)
[–] HeerlijkeDrop@thebrainbin.org 6 points 1 week ago (4 children)

Are there actually games that allow this?

[–] luciole@beehaw.org 14 points 1 week ago

Yakuza: Like a Dragon does this and I’m grateful.

[–] brsrklf@jlai.lu 9 points 1 week ago

Bayonetta games do. Opens a specific pause menu with skipping option.

load more comments (2 replies)
[–] pleasestopasking@reddthat.com 42 points 1 week ago (2 children)

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 9 points 1 week ago (2 children)

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

[–] SEND_BUTTPLUG_PICS@lemmy.zip 8 points 1 week 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 3 points 1 week 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 6 points 1 week ago (2 children)

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.

load more comments (2 replies)
[–] Hubi@feddit.org 35 points 1 week ago* (last edited 1 week ago) (2 children)

When the intro cannot be skipped after the first start.

[–] bjoern_tantau@swg-empire.de 27 points 1 week ago (2 children)

In the same vein, when the game starts immediately without giving you a chance to configure it. Because the default configuration is always wrong.

[–] Chronographs@lemmy.zip 8 points 1 week ago* (last edited 1 week ago)

I sure love experiencing their carefully crafted intro sequence in 4fps/windowed 480p/etc.

[–] psx_crab@lemmy.zip 4 points 1 week ago

cry in 12 years old pc

Falcom spoiled me forever by offering a startup option to continue from last save that skips all the logos, intros, etc.

[–] tias@discuss.tchncs.de 31 points 1 week ago* (last edited 1 week ago) (3 children)

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 17 points 1 week ago* (last edited 1 week ago)

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.

[–] bjoern_tantau@swg-empire.de 8 points 1 week ago (1 children)

The Steam Deck is great in that regard. Just put it to sleep.

[–] evening_push579@feddit.nu 5 points 1 week 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 4 points 1 week 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.

[–] Kichae@lemmy.ca 29 points 1 week ago* (last edited 1 week ago) (1 children)

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

[–] altkey@lemmy.dbzer0.com 11 points 1 week ago (1 children)

Putting a QTE or a limited time choice in a long cutscene or a level segment.

load more comments (1 replies)
[–] luciole@beehaw.org 21 points 1 week 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.

[–] ICastFist@programming.dev 18 points 1 week ago (2 children)

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.

[–] Chronographs@lemmy.zip 4 points 1 week ago

I play walking simulators and other games, I can’t agree with that one.

[–] brsrklf@jlai.lu 3 points 1 week ago (1 children)

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).

load more comments (1 replies)
[–] savvywolf@pawb.social 18 points 1 week ago (1 children)

When going from point a to point b takes ages or is otherwise a pain. I get you worked hard on your world, but it losses its charm the 10th time running across it.

And don't force me to hold/tap a button to sprint. Or worse, make me click in the left stick.

[–] Sabata11792@ani.social 10 points 1 week ago

It's not the time or distance, its the barren wasteland of no content in between A and B. I'll hold W down for 30 minutes no problem as long as it's interesting.

[–] nilo@reddthat.com 18 points 1 week ago (2 children)

I’ll go first: when mouse sensitivity is unbalanced by default—horizontal movement is way faster than vertical—and the game only allows you to change the overall sensitivity for both axes together.

load more comments (2 replies)
[–] Satellaview@lemmy.zip 17 points 1 week 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.

[–] Megaman_EXE@beehaw.org 15 points 1 week ago* (last edited 1 week 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

[–] altkey@lemmy.dbzer0.com 14 points 1 week ago (1 children)

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@beehaw.org 4 points 6 days 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

[–] sculd@beehaw.org 12 points 1 week ago (1 children)

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

[–] IAmJacksRage@beehaw.org 8 points 1 week ago* (last edited 1 week ago) (3 children)

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.

load more comments (3 replies)
[–] pixeltree@lemmy.blahaj.zone 11 points 1 week ago* (last edited 1 week ago)

When a freshly installed game starts at max volume

[–] psx_crab@lemmy.zip 11 points 1 week ago* (last edited 1 week ago) (2 children)

Pc version of open world exploration game without quicksave key. There's a lot of wrong with Grounded, but man i feels like Obsidian really losing touch with PC game with this one.

[–] masterspace@lemmy.ca 9 points 1 week ago* (last edited 1 week ago) (4 children)

Conversely, Grounded has the best inventory management system of any survival game ever.

To the point that I have a hard time playing others now because they all feel tedious in comparison. It's hard to imagine someone playing Grounded and then building a survival game that didn't use hot deposit.

[–] psx_crab@lemmy.zip 3 points 1 week ago (1 children)

That's true, a key for depositing item and also control whether the chest is affected or not is really handy for inventory management. Which really bother me that they don't have quicksave, graphic setting customisation, turning off the character chatter, among other thing.

load more comments (1 replies)
load more comments (3 replies)
load more comments (1 replies)
[–] Shirasho 11 points 1 week ago (1 children)

When things aren't balanced. It either tells me the devs do not play their game or they have a dominant strategy and don't bother playing anything else.

I've heard stories from professionals and you would be surprised how many devs don't actually play the game they are developing.

[–] bjoern_tantau@swg-empire.de 7 points 1 week ago

In almost every game the gameplay tips and tutorials they give you are not only suboptimal but often outright counterproductive. This is especially bad in multiplayer games.

It was really nice in Doom Eternal, where they added quick swapping to the tips.

[–] Kolanaki@pawb.social 6 points 1 week ago* (last edited 1 week ago)

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.

[–] madame_gaymes@programming.dev 5 points 1 week ago

They work for Ubisoft or Bethesda

[–] TyrianMollusk@infosec.pub 3 points 1 week ago* (last edited 1 week ago)

Top-down/twin-stick games where the aim (especially on controller) uses camera handling features, like smoothing the input or a cross-shaped deadzone.

Screenshake enabled by default, or not even an option to disable.

load more comments
view more: next ›