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File: gameoptions.png (26 KB, 953x365)
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Is optionslop ruining modern video games? Should everyone be entitled to experience the entire game, regardless of their skill level?
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go back
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B should be something like a reward for 100% completion.
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Settings
Sfx: On/Off
Music: On/Off
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>>739079601
Option Menu B has always existed
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>>739079601
>Graphics only have "Low/Medium/High"
Actual retarded shit if it's a 3D game or if 3D assets are heavily used. Also where the fuck are my binds menu?!!
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>>739080198
Why do you think the developers didn't make it accessible by default in the game?
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>>739079601
more options is always better
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maybe if you picked a different game I'd choose left but Frontiers is basically right and the ability to change how he controls (in the overworld, for whatever reason it doesn't work in the ring stages) singlehandedly drags that game from a 6 to like an 8
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>>739082874
To make sure you bought the game instead of renting it.
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more options. if something in a game is too easy or too bullshit, i should have the option to tweak it. it's my product after all.
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>design the game for me
Fuck no, kys.
This is why I ignore Doom the slop age.
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>>739079601
i can get behind more options, but there should also be preset difficulties and a clearly signaled "intended" way to play the game, cuz like hell am i gonna go through every single option and figure out what's best

i remember also thinking frontiers was also just retarded because it had options that clearly messed with the physics of the game and that's a pretty big deal in a platformer
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More options are always good unless you're a feral aspergic brown beast neurologically incapable of resisting the urge to savescum, wiki-dive and do shit you KNOW ruins (You)r long term enjoyment of the game. I do not consider the issues of flesh golems that are basically animals worth taking into consideration.
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>>739079601
Bump
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>>739086087
If not officially, then we would do the same things with mods
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When games have too many options it activates my tism. I spent probably 2 hours running back and forth in place messing with the sliders in Frontiers.

Graphics options are more justified but I think many of them are placebo to appease the reverse kind of autism that some pc gamers have where they just want to feel like they have more control than the console plebs.
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>>739080739
>Anti-aliasing: On / Off
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>>739090525
Same with mods for me with bethesda games
Spend too long tinkering with too many options that i lose interest once i start the game
Modding any gamr should be locked behind having a game completion save first
Same with any extra options menu bullshit that doesn't realate to video/audio
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It annoyed the shit out of me when people here were defending the way Frontiers controlled by saying "just tweak the settings"
I shouldn't have to fiddle with debug settings to make the game playable
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>>739079601
Locked settings (for the most part) on the first playthrough, the intended experience.
After having beat the game you then gain access to hyper-customization, which, if it interests the players, allows them to create a variety of challenge runs.
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>>739079601
Options that affect mechanics should be relegated to a side mode ("custom mode" or something) or set up in presets as discrete modes by the developer.
Give me as many options regarding input mapping, graphics settings, framerate, FOV, window size, monitor orientation, things you can fiddle with to make it run on a CRT, whatever. But you should make it clear what the intended settings, i.e. the design of the game, are, and encourage people to play it as is before modding it.
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>>739090021
that's just cheating
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>>739090762
every game ever does not implement anti aliasing properly
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>>739079601
Option A why is this even a question
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>>739079601
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>Can't turn motion blur off
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>>739079601
Video games are a unique art medium where you can literally be locked out of content due to a lack of skill. This separates it from other mediums like movies and books (aside from the barrier of knowing the language), as well as art and music. I think video games should be able to be experienced by everyone, but much like other art forms, certain pieces need prerequisite knowledge to fully appreciate. I think people should have the option to change their own experience, as long as it is done with the understanding that it can lessen their experience.

The problem is, people usually aren't a good judge of what will improve their experience and what will lessen it. That's why some people don't enjoy modular difficulty changes: They would much rather leave the curation of the difficulty to the developers. However, not everyone engages in art in the same way, and people play games for a variety of reasons. Some people change their own experience to suit their enjoyment, whether it's through challenges, mods, etc. To say that your way of experiencing games is the 'best' way is elitist, but if someone's way of experiencing games results in a worse experience, they could do to listen to others who enjoy it more.

In my opinion, difficulty is best used to make the value of accomplishment worthwhile. While some people have achieved that intrinsic motivation of completing something difficult for the sake of difficulty, most people need a reward from the game as motivation to challenge the harder difficulties. Usually, the reward from the game is 'experiencing more of it', so if accessibility options make it easier to experience more of the game, that loses value, UNLESS the act of reaching those accessibility options makes it rewarding.

One of the games that does difficulty accessibility options the best, in my opinion, is Elden Ring. Margit the Fell Omen is a masterclass of offering heaps of accessibility options, while still making beating him super rewarding.
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>>739079601
Design implies intent, therefore A is better.



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