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.

  • Lojcs@piefed.social
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    3 days ago

    While I do change them if I feel things are seriously off, I don’t think changing the settings mid-playthrough is the solution. It is normal for the same game to have different difficulties at different times so if you’re adjusting difficulty mid fly on a first playthrough you probably won’t get the same highs and lows as intended. It is impossible to know from the first stages how the difficulty ramps up, sometimes they are easier, sometimes they are just mechanically simpler and sometimes they are purposefully difficult so you have to learn key mechanics.

    Difficulty options are like consumable potions to me if that makes sense

    • Doc_Crankenstein@slrpnk.netOP
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      3 days ago

      That metaphor doesn’t make sense to me, sorry.

      Gaming experience is subjective. The highs and lows are entirely dependent upon the player and their preferences/capabilities.

      It’s your experience, no one else’s. The experience is either fun or frustrating. If it is frustrating, then adjust until it is fun. It’s just that simple. For some, a brick wall challenge is fun and enjoyable, for others, it is time consuming and tedious. Both players are valid and both should have the option to play a game the way they want

      The “highs and lows” should come from the storytelling, not the gameplay loop. The gameplay loop should always be fun, engaging, and enjoyable for the player.