PC Gaming's 10 Commandments 226
An anonymous reader tips a Tech Report article laying out ten sacred conventions of PC gaming. Quoting:
"VI. Keep thine configurations options exposed. PC gamers are used to being able to configure things. That comes from both necessity and whim, and while one doesn't necessarily need to cater to the latter, the former is a must. Games don't have to expose a 1000-line menu for every conceivable detail level on the torches of King Whatever's castle entrance, but we'd like at least some amount of granularity. ... X. Honor thine modders and mod communities. Not every game benefits from mod support, mind you. When they do and the tools exist, however, the result is almost invariably a much bigger and more pervasive community (especially on the multiplayer front). That, in turn, leads to a constant stream of sales. It truly is a win-win situation."
Good list... (Score:5, Interesting)
Good list. For once (and this doesn't happen often with these things), I don't think I disagree with a single entry. If I could add an eleventh, it would be:
"XI: If thou art an fps and if thou art not a realistic military simulator, thou shalt stick any ideas regarding two-weapon limits quite firmly where the sun shineth not.
Seriously, even console players seem to be getting sick of this particular convention, judging by the fact that one of the highest profile console fpses on the horizon, Resistance 3, is going back to the weapon-wheel system."
And while it's not a commandment, one thing I would really love to see on the PC is some kind of system (perhaps implemented via Steam or something) which carries my control bindings between similar games, so far as is possible. I like my mouse inverted, and I am quite insistant that my right mouse button makes my character jump, while "use" is always assigned to the space bar. Zoom/aim lives on the middle mouse button - never the right mouse button (even if the game in question doesn't feature jumping). It would be extremely nice if, even if only between games from the same developer, those settings could be carried over automatically.
Re:Good list... (Score:5, Insightful)
Oh, and if you insist on 5 minute long unskippable cutscenes followed by a hard bossfight for the love of Xenu have an autosave between them. Your beautifully rendered cutscene gets really tedious when you've heard the joke half-a-dozen times.
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I hate forced limitations on re-mappable keys,
Damm it, I use my mouse for looking, as well as left and right click for forwards and backwards, but some games wont let you re-map the mouse to moment keys. Sure I can then remap other ways, but why not let us do what we want!
Mouse control of a platformer (Score:2)
but some games wont let you re-map the mouse to moment keys. Sure I can then remap other ways, but why not let us do what we want!
By "moment keys" do you mean "movement keys"? If so, say I'm developing a side-scrolling platformer vaguely similar to Mario or Sonic or Mega Man series. How would you recommend that I map the motion of the player's character to a mouse? The closest thing I've ever seen to a mouse-controlled platformer was Kirby Canvas Curse for the DS, where the player drew extra platforms with a stylus.
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...I use my mouse for looking, as well as left and right click for forwards and backwards...
I'm glad I'm not the only one who uses my mouse that way, right/left click for movement, not shooting. My mouse is for moving and looking around / aiming, and my other hand is on the keyboard for shooting, weapons selection, using items, jumping/crouching/strafing.
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Meh. This could work sometimes and not at others.
In Valve's Day of Defeat right-click is for iron sights. In Valve's Left 4 Dead right-click is for melee and this makes sense - L4Ds melee attack is used about as much as the primary attack as you have to beat off the zombies (no, not like that) while you reload. In DoD your melee attack is a separate weapon so you don't need a dedicated button for it.
Might not be the best example but you get the picture.
Maybe keeping them between L4D1 and L4D2 I could agree
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Point well made, and I know it makes sense, and yet it doesn't stop me melee-ing fresh-air every 2 minutes.
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Don't have time to read the WHOLE list, but I wanted to comment on the summary:
- I prefer plug'n'play over mucking with configuration settings like "What's the IRQ on your sound card?" or "Crucial DOS command missing. Reverting to 640x480 mode." I grew-up in an era when computers had fixed settings (Atari 800, Commodore 64, and Amiga) so everything worked straight out of the box. Keep it as simple as possible.
The one thing I do like is the so-called "trainer" mode where you can give yourself infinite l
Achievements (Score:2)
The one thing I do like is the so-called "trainer" mode where you can give yourself infinite lives, or slower enemies, or just skip whole levels completely. That seems to be lacking in modern games.
Cheat codes wouldn't be compatible with the practice of reporting the player's achievements to a central server, which became common in 2006 after the Xbox 360 was released. Perhaps the game could just disable achievements on a save file once the player has used a cheat.
Re:Good list... (Score:4, Insightful)
While you're a lot more knowledgeable about games than I am, RogueyWon, I think the good thing about this list is that it avoided making "commandments" about issues regarding the actual play of the game. Every commandment is about technical issues, like interface conventions, key bindings and modding communities.
I think when you start talking about how many guns you can carry, it becomes trickier to force any commandments. Military sims aren't the only games where you might want to place some arbitrary limit on the player's ability.
But I understand where your frustration comes from. I played Duke Nukem Forever too (at least I started it - I doubt I'll finish it). When you have a game that revels in over-the-top silliness, having a limit on weapons is kind of pointless (as you have pointed out in your excellent journal review of the game).
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Cracked's seven commandments (Score:2)
thanks to the consoles being from the stone age a $200 PC with a $60 GPU plays most games at 1600x900 or higher at decent framerates
But how many players can play at once? Cracked made another list of seven commandments [cracked.com], and the first was not providing a shared-screen mode for owners of home theater PCs. Not all households have the money for a separate gaming PC and separate copy of each game for each resident, or they have laptops that don't take GPU upgrades.
I'd say more of a mixed list (Score:3)
For example the anti-aliasing thing. That is often not in a game because of technical limitations. If the developers choose to use a deferred lighting , which many do these days, then regular anti-aliasing doesn't work. You turn it on, nothing will happen.
To overcome that limitation you have two real choices:
1) Make your engine DirectX 10 or newer. There the GPU supports what is needed to so FSAA with a deferred lighting renderer. This is what we'll start seeing since Windows XP has dropped off in a big way
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"XI: If thou art an fps and if thou art not a realistic military simulator, thou shalt stick any ideas regarding two-weapon limits quite firmly where the sun shineth not.
If an FPS doesn't have a weapon for every numeral on the keyboard, it's not worth playing.
Re:Good list... (Score:5, Funny)
And that's just his IDE bindings.
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I hear you, Right click should be firmly bound to Backwards, and Left click to forwards, tis the only way!
Thank goodness for the manufacturer's packages that allow you to remap the mouse when stupid ass developers decide such commands should only be performed by the keyboard.
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Thank goodness for the manufacturer's packages that allow you to remap the mouse when stupid ass developers decide such commands should only be performed by the keyboard.
But are these "manufacturer's packages" always useful? For example, have you ever tried playing Castlevania or Contra with a mouse?
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And I use arrows for movement, invert mouse Y axis (so the (fps/tps) game is controlled like a plane), right click for jumping.
Other functions are accessed by the keys around the arrow keys, for example, reload is enter, alt fire is delete and so on.
I think some game had inverted Y axis as the default, or it seemed more intuitive when I first started playing games that allowed you to look up and down. In any case, if I can move the pointer independently from the panning, the Y axis stays normal, if the poin
Inverted Y axis as the default (Score:2)
I think some game had inverted Y axis as the default
For me, inverted Y began with Star Fox, Turok: Dinosaur Hunter, Star Fox 64, and Goldeneye.
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I think some game had inverted Y axis as the default, or it seemed more intuitive when I first started playing games that allowed you to look up and down.
For me this was Mechwarrior, mainly because it is more like a sim than a shooter. To this day I play every game with a first person view with the mouse inverted. All the 20 somethings I hang out with think its weird.
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I find that mine are shaped mostly by my years playing world of warcraft, since it makes a lot more use of the keyboard than any fps I played before that. My formative years with FPS games were spent playing DooM though. It started off on WoW with vanilla WASD like the default keybindings, found myself having every single available button around the WASD cluster being used for something, and, as I started feeling the need for even more keybindings, I eventually moved my movement keys to ESDF just so I'd ga
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Can't remember why now but I pretty much started with RFAS, RF forward/back, AS strafes, V crouch. Worked great with tribes, d to deploy, g grenade, e zoom in.
Certain combos didn't work though, locking the keyboard for a second while it angrily beeped at me.
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Exactly I use ESDF instead of WASD as that was how i learned to play and i discovered i have a pinky finger to use to press keys. That and it sets your left hand on home row keys for typing. The first thing i do before playing a new game is to rebind all the key
A pain in the ass but i find i can play better
Recently i bought a modified gaming keyboard thats laid out for FPS games so i dont have to adjust settings as often. Of course then steam logged me out and refuses to acknowledge i exist so i cant
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right button = run/walk
ALT = run backward
X, C = strafe L/R
Z = duck
SHIFT = modify speed
This leaves a,s,d,f,g,v,b,q,w,e,r,t,y all available (f = light; v = use; a=toggle last weapon, s,d=grenades or a,s,d,e,g=specific weapon toggle, q=drop weapon, w,t=teamtalk/talk, r=reload)
Yes, I know the setup appears rather inefficient. I sometimes get caught trying to run forward and backward at the same time and I'm missing out on a lot of butt
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"between similar games"
Not "between different installations".
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Yet Bethesda brings to market some of the most moddable and configurable games ever created, with a construction set for pc users. Skyrim is likely to follow most of the commandments in this list. Gameplay in oblivion, morrowind, and fallout is still going. I think you can make an exception here.
Also it is not a console port. The development is parallel.
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You might want to reconsider telling a developer "It's us or the console!" Considering the relative sales figures, that is a fight the PC absolutely cannot win.
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...(annoying, unmoddable) intervace;
Not quite:
DarkUI'd DarN [tesnexus.com]
Toggleable Quantity Prompt [tesnexus.com]
To promote the Progress of Science and useful Arts (Score:2)
Add a purpose/intention/goal line/paragraph to every rule, and I might consider checking them out.
The US Constitution starts out with a list of purposes, but they're written so vaguely (such as "promote the general welfare") that they end up useless. In fact, its copyright clause begins with a purpose "To promote the Progress of Science and useful Arts", but the Supreme Court has routinely ignored it (such as in Eldred v. Ashcroft), instead deferring judgment to Congress on whether a particular act of Congress "promote[s] the Progress".
DIsagree with #4. (Score:2)
having context sensitive buttons reduces complexity where complexity may not need to exist. Having one button to interact with the environment beats having one for interacting with buttons, switches, etc, and one to jump off the wall, another for...
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Except it tends to fail way too often and is primarily around in the console world because console gamers don't have as many buttons to map things to as PC gamers.
Hitting "use/reload" to disarm the bomb just to waste your last ammo and then get hurt when the bomb blows up? Not fun, I'd rather take the "complexity" of having separate "use" and "reload" keys.
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Which is great up to the point that you leap over the cover into oncoming fire instead of interacting with the thing 3 pixels to the left of your crosshair...
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Bad Company 2, trust me on this one. I really don't need "reload" and "use" actions bound to the same key. I absolutely love trying to disarm a bomb only to keep switching guns with the dead guy on the floor like I'm some clothes-switching fetishist.
I agree with the sentiment in regards to BC2 but he is slightly wrong...
Reload and use aren't bound to the same key. "Reload" is R, "use" is E. (Maybe they're the same on consoles but he's supposedly talking about PC games.) The problem comes when there are two things to "use" - like, as he says, disarming a bomb and switching weapon kits. I see your point about context and there is definitely a time and a place for that. However, in his example, if enough people die next to the bomb in BC2 it becomes almo
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Having a button to interact with things, with the nature of the interaction being context-sensitive, is one thing; making the function itself dependent on context is quite another, especially when the functions conflict and the contexts are similar. A good example of this is Prince of Persia: Sands of Time. They did a good job overall of giving you the ability to perform a broad range of activities with onle a handlful of keys, but they overdid it with having one button for both functions of the dagger: rew
I. Thou shalt win (Score:2)
I. Thou shalt win
Mods indeed. (Score:2)
exhilarating, really. how much mods can do.
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Fallout 3 modding community comes to mind. those people have really made games out of the game with their mods.
The Microsoft Flight Simulator kicks the shit out of any other modding community. Entire companies set up to provide aircraft, scenery, utils and airports. Literally tens and perhaps hundreds of thousands of free addons. Whole boards full of dedicated content.
Pity the idiotic management at Microsoft decided to bastardise it with FSX and then kill it off altogether. Oh but there's apparently a new Windows Live "Microsoft Flight" game coming out "any time soon" with screenshots appearing every 2-3 months.
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if microsoft flight simulator community kicked the hell out of any other modding community, they wouldnt be too naive as to rely on microsoft, which, not surprisingly and habitually, killed off microsoft flight simulator community.
We are talking about a franchise that began in 1982 and lasted 24 years [wikipedia.org]. It is a bit rich to turn around after all that time and say "I told you so". Name one other modding community that has lasted that long.
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MS Flight Simulator could convert subLOGIC Scenery Disks since version 2, but it wasn't until Flight Sim 4 that users could make their own. From the link I quoted before:
A large series of add-on products were produced for FS4 between 1989 and 1993. First from Microsoft & the Bruce Artwick Organization (BAO) came the Aircraft and Scenery Designer (ASD) integration module. This allowed FS4 users to quite easily build, on the fly from directly within the program, custom scenery units known as SC1 files which could be used within FS4 and traded with other users (this activity was quite popular in the FS Forum on CompuServe).
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if microsoft flight simulator community kicked the hell out of any other modding community, they wouldnt be too naive as to rely on microsoft, which, not surprisingly and habitually, killed off microsoft flight simulator community.
the fact that microsoft flight simulator modding community not existing today, is proof that they didnt kick the hell out of any other modding community.
Actually the community still exists, and companies still make new MSFS addons. Don't let reality get in the way of a good rant.
There are very few truly independent and open source games around. Certainly in flight simulation, the leading contender - flight gear - doesn't come close. Which is why it has not attracted as many modders. However X-Plane, another commercial offering has gathered some of the momentum MSFS lost...though not as much as the eccentric author would like.
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Fallout 3 was a playable game even before the mods. Oblivion is a much stronger case, without the mods, it would be generally reviled as the worst RPG ever made, which is was unmodded.
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That is a good point.
I read your comment wrong then, I assumed you meant Fallout 3 was bad, because the case of expanding the original game was exemplified in the article by Half-life + Counter-strike.. Still Fallout 3 is another good example, Civilization IV + Fall from Heaven is probably my own favourite of a good game expanded and made even better.
In other news: Mods are awesome!
It's not just about playability (Score:2)
It's not just about playability the first time, though, IMHO.
1. Mods also add replay value.
E.g., putting a silencer on more weapons than the 10mm pistol (and I can take pride in being the first guy on the Nexus who put a silencer on a different weapon than the 10mm pistol, and before there even was a GECK as that) opened up a whole new possibility: to play a ranged stealth character from start to finish. In the normal game that 10mm pistol would get woefully underpowered by the end, so basically eventually
Replay value is a tricky thing to balance (Score:2)
Mods also add replay value.
Replay value is a tricky thing to balance. Adding replay value might cut sales of the sequel, as players will hold on to the first game or buy it from the bargain bin and then install mods. Adding mod support also increases the possibility that your game might make the news in a bad way if it gets modded into something that offends the Moral Guardians [google.com]. But on console platforms, adding replay value encourages people to hold on to the first game rather than resell it to a used game store, driving more sales o
Well, still... (Score:2)
Well, there is of course that possibility, but it doesn't seem to have hurt either Bethesda or EA. I mean, Bethesda still sold FO:NV _and_ a metric buttload (about two thirds of an imperial arseload;) of DLC expansions for both FO3 and NV. And EA sold The Sims 2 and The Sims 3, and a butt-load of expansions and item packs
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I didn't say Oblivion was a bad game, I said it was a bad RPG. And yes I have gotten the exploration gameplay in other games such as Morrowind which was a much better game, or Gothic 3 which was a miracle of game except for its extreme buggyness.
The reason oblivion was such a bad RPG, was because it was a reverse RPG, you got weaker and weaker every time you leveled up, and every time you leveled up all your equipment all loot you had ever acquired turned useless and less powerful than that of a common hig
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It was pretty obvious from its UI and interface design that Oblivion was already primarily targeted at consoles. You really think someone would make a 640x480 UI system if they were targeting PC's in 2006? Even the mod that upped the UI resolution in Oblivion I thought of as merely an aesthetic thing rather than a "requirement".
I'm a console gamer and I played the PS3 version, and the UI bothered me. I think that you're right that it was designed with the idea of being playable on a PS3 connected to an SD set, which was not necessarily a bad thing, but they should have had a setting that let me say: "Hey, got an HD set here, you can shrink the font some to put more info on the screen."
Small print when played on HDTV (Score:2)
they should have had a setting that let me say: "Hey, got an HD set here, you can shrink the font some to put more info on the screen."
Good idea. But the developer would have to make sure to ignore the setting and force large-print mode when the game is started on an SD set. I have a cousin who takes his Xbox 360 back and forth between an SDTV and an HDTV depending on who else is using what other TVs in the household. Do the HD consoles' operating systems even let the game see how the scaler is configured?
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I never understood why I only had 8 hotkey options, there 10
Number 11 (Score:2)
Elite 4 is old (Score:2)
Indeed, you should be working on Elite IV instead.
Elite 4 [google.com] is old. Millions of Pokemon trainers battled them over a decade ago.
GFWL, DIAF (Score:2)
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Wait, what? You _want_ intrusive DRM and think this is a "good" thing?
Steam, Battle.net -- no deal. Local DRM like SecuROM rootkit is at least easily avoidable thanks to cracks. And no, I will never allow a rootkit to be installed on a system that's run natively, even on a throw-away partition.
These days, it's groups like Razor and Skidrow whom you can trust...
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Once in a while, Steam will decide I'm not allowed to play a game I purchased. It's easy to fix, sure (close Steam and re-launch), but it's still an annoyance that I'm told I can't play my legally purchased games.
I've also had some issues where Steam ignored my settings and decided to do its own thing. Their support took the "it couldn't possibly be us" approach twice, until I sent them screenshots. The solution
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Actually ,that's one of the few things I'd like Valve to change - I'd like them to prominently note what other DRM is going to be used on the store page, particularly for Games For Windows Live.
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Re:GFWL, DIAF (Score:5, Funny)
Steam is like a vasectomy. It's intrusive and it looks like it will hurt a ton, but in reality it's painless and not a big deal.
And it also leaves you somewhat less a man for having accepted it.
Couldn't get online to enable offline mode (Score:2)
The only people I've met who dislike Steam are people who haven't used it or haven't used it in the past four or five years.
Then I guess you haven't met people who had a sudden Internet disconnection and couldn't get online to enable offline mode.
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Add that a million times. I ended up going through the whole Update, exit, reboot cycle 10 times and still it wouldn't bloody work. Until I figured out that if you told it to update and kept playing it would work. Games For Windows Live must die. Now. Please.
Nothing new about it (Score:2)
Cracked.com also compiled a list [cracked.com]. Ever year or so someone goes on a rant like this, and brands it "commandments". TFA focuses heavily on UI and corporate meddling on gamers' affairs; Cracked concentrated on gameplay and plot. Interestingly, both had rants about multiplayer, though with different things in mind.
#7: Thou shalt let us play with real-life friends (Score:2)
Interestingly, both had rants about multiplayer, though with different things in mind.
I want to agree with the first commandment from the Cracked article: "#7: Thou shalt let us play your game with real-life friends." It then goes on to advocate for split-screen support. But how is this practical on a PC? Several Slashdot users such as CronoCloud will vouch that most people aren't willing to connect a PC to a monitor big enough for "real-life friends" to fit around. (I can provide links to past comments if you want to see their reasoning.) Often the TV is one of the one-third of SDTVs that s
This is a bad list (Score:2)
While some things are legit, common sense UI issues, like the SF4 controller issue, most of it is latching onto conventions of the past for no other reason that they are conventions of the past. You really shouldn't need to edit the graphics settings more than like screen resolution and then "low, medium, high, ultra", at least in the game's interface. Maybe give people access to a plaintext config file if they want to do more, but there's no reason to expose more options than this through the user interfac
Also... (Score:2)
Multifunction button binds and weapon inventory limits are legitimate game design choices that should be considered (almost) completely independent from platform. Yes, it is a legit design choice to make the player decide between the rocket launcher and the rail gun. And just because one game had a poor or buggy implementation of a multifunction button doesn't make it an invalid design choice. I prefer games that have a more simple interface. Just because a player has 104 keys in front of them doesn't excus
Not a bad list. (Score:2)
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You are the super minority of users. Why do you think people buy iPhones instead of Androids? Limiting options actually makes most people more comfortable, not less. Do you want more people to embrace PC gaming or do you want it to become an increasingly small marketshare, to the point where companies stop bothering to port to/make games for PC at all? Shit should just work. People shouldn't have to spend 30 minutes fiddling with graphics settings before they can even load up the game. They should be able t
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Stop trolling you troll. They can. You can install a PC game like Half Life 2 and start playing immediately. It defaults to "optimum" settings for your machine. However, if you want to increase the settings at the expense of frame-rate, or decrease the settings because you don
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We're not asking for this for the sake of it...because we're used to it on the PC
What you're used to isn't necessarily usable. Please read this article [pair.com] and scroll down to "The question of preferences", and read this article by Joel Spolsky [joelonsoftware.com].
It can be hidden in an "advanced options" menu, completely obliterating any complaints about a bad or confusing UI.
By "Advanced", do you mean something like "about:config" of Firefox, or do you mean actually testing every combination? The former is confusing; the latter increases your test matrix by one or two orders of magnitude if you attempt to support all combinations of options.
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You are why Linux will always remain a niche product (for desktop users).
Cut scenes (Score:5, Insightful)
Corrolary:
Mod parent up! (Score:2)
Oh my fucking god, unskippable cut scenes infuriate me.
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Even worse is having a five minute cut scene with a QTE at the end. You can't even go to make yourself a cuppa, because you have to be ready. Never mind that QTEs make no sense on a PC. If you feel you have to have them, at least allow mouse clicks to take the place of buttons, or you're just screaming "CONSOLE!".
Anyhow, one thing I felt missing from this was: Drop "mouse smoothing". Kill it on PC versions, even though doing so gives PC players an advantage. PC users have a mouse, they don't need to p
Easier (Score:2)
I think this can all be made much simpler:
Devs must be forced to play all ports of their game with several different PC's, controllers, players, connections, etc. be made to use every menu a hundred times, and be forced to watch other people do the same and FIX the problems.
Which would immediately expose all those flaws straight away, and give them an incentive to fix the damn things (because AFTERWARDS they will be made to do the same again and again and again).
In the past we used to call it play-testing.
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Testing budgets for indie games (Score:2)
Devs must be forced to play all ports of their game with several different PC's, controllers, players, connections, etc.
It'd be hard for a smaller indie studio to buy "several different PC's, controllers, players, connections, etc." with which to test. It can't afford to yet can't afford not to, so what's the best plan here?
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Who says you need to BUY a PC? You only need to be able to run your game on it. You can put out a test version, an alpha, a beta, recruit a test group (mainly for free with such projects), take it round your mate's house and let his girlfriend try and break it etc.
Indie doesn't mean you can't do the same things, just on a smaller scale. Hell, if it comes to it, RENT a PC for a couple of days, borrow a joystick of a certain type you haven't used before, try it out on all your friends computers, etc. Test
Friends and family test once every two weeks (Score:2)
You can put out a test version, an alpha, a beta, recruit a test group (mainly for free with such projects)
Are there best practices to prevent such test versions from getting leaked to the public before the release date?
take it round your mate's house and let his girlfriend try and break it
I've tried recruiting testers from among friends and family, but I've run into one problem. Those few people in my circle of friends and family who do play video games don't want to test a game more than once every two weeks. After they die once, they become bored and don't feel like practicing enough to test more difficult missions later in the game.
Thou shalt allow the y axis to invert (Score:2)
dev console and ingame server browser (Score:2)
Thou shalt not restrict the player to only the horrific in-game server browser.
Looking at you BFBC2(among others).
Commandment 11 (Score:2)
11: Your PC game MUST be from the PoV of a character waving a gun in front of his face.
Some minor tweaks (Score:2)
Others have pointed some of these out, but I also don't agree with everything on that list, so here we go:
Thou shalt not shun thine player's mouse
By the same token, don't rely exclusively on the mouse. Yes, the mouse is going to be quick for configuring stuff and for navigating an unfamiliar menu. However, any game I end up playing a lot, I find myself wishing I could use the keyboard for navigation more -- I think that comes down to:
Remember thine user-interface conventions and keep them holy
I'm not sure there's a good technical way to do this yet, but it'd be really nice if every game didn't reinvent th
2 Missing Options... (Score:2)
XI) Thou shalt not cripple games with DRM
XII) Thou shalt allow for co-op mode in multiplayer
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Commandment 1: Don't port console games to the PC.
This is not enough. Even a game that is released purely for PC can still smell of consolization. The Witcher 2 really is a truly great, great game. And it was originally released only for PC (the console version was recently announced for November or thereabouts). But the interface tells you they're already prepared for console. Yes, it uses the mouse to click on stuff where it needs to (except in the game itself, where mouse controls the camera), but there are a lot of places where the interface is unneces
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That, and I actually don't mind games which have been ported to the PC, if they've been done decently well. Beyond Good and Evil smelled very much like a console port, but it worked very well and had what it needed to have to be playable -- it's nowhere near as bad as most of the things mentioned in this article.
Consolized PC-exclusive game (Score:2)
Even a game that is released purely for PC can still smell of consolization.
I can think of one way this could happen, involving an indie studio too small to qualify for a console license. The game is developed for the PC with intent to port it to consoles eventually, and the studio starts selling copies for the PC in an attempt to build up the financial assets needed to approach Nintendo or Sony. Or is this the wrong way to go about it?
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Gee that takes me back. I haven't read cracked since digg imploded.
Pac-Man was first to have cut scenes (Score:2)
I replied [slashdot.org] to someone else who mentioned the first Cracked article ("7 Commandments") linked in your post.
The third linked article ("5 Things The Gaming Industry Will Never Fix (And Why)") mentions Pac-Man as an example of games with no cut scenes, but Wikipedia claims [wikipedia.org] that Pac-Man, with its "brief comical interludes about Pac-Man and the ghosts chasing each other around during those interludes, resembling simple entertaining silent-film type scenes", was the first game with cut scenes.
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You mean like in the connected aquariums simulators? What is up with space-themed aquariums anyway?
299792 km/s: it's the law (Score:2)
Though shalt not make spaceship with maximum speed limit.
unless you state that its in different universe.
It'd have to be in a different universe not to have a speed limit. Interstellar travel is just [cosmosmagazine.com] plain [discovermagazine.com] unrealistic [antipope.org] in a universe like ours.