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PC Gaming's 10 Commandments

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."

226 comments

  1. Good list... by RogueyWon · · Score: 4, 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.

    1. Re:Good list... by Anonymous Coward · · Score: 1

      Remind me never to use your PC.

      Seriously, right click binds to jump?

    2. Re:Good list... by JosKarith · · Score: 4, Insightful

      User-remappable controls are a neccessity. It's less of a problem now but there's plenty of games that I never bothered with more than 1/2 hr of because of idiotic control schema.
      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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    3. Re:Good list... by Anonymous Coward · · Score: 0

      Steam cloud does this for TF2 as far as I am aware.

    4. Re:Good list... by dintech · · Score: 5, Funny

      Seriously, right click binds to jump?

      And that's just his IDE bindings.

    5. Re:Good list... by sjwt · · Score: 2

      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!

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    6. Re:Good list... by Anonymous Coward · · Score: 0

      That one seems to be common among players of various Quakes. Personally, I trained it as my left pinky (on 'a', using "edsf".)

    7. Re:Good list... by RogueyWon · · Score: 2

      Yes, in my case, it's a hold-over from Duke Nukem 3d and the early Quakes. I suspect most people's control preferences are shaped by the usual defaults for the first generation of fpses they played (ignoring Doom and earlier for the moment, as they didn't have vertical looking or jumping).

    8. Re:Good list... by imakemusic · · Score: 1

      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 with...

      --
      Brain surgery - it's not rocket science!
    9. Re:Good list... by imakemusic · · Score: 1

      "between similar games"

      Not "between different installations".

      --
      Brain surgery - it's not rocket science!
    10. Re:Good list... by Anonymous Coward · · Score: 0

      My problem is with console ports in general. When I hear about a game I might be interested in, the first question I ask is "Is it available on a console?" If the answer is "Yes", then it's not for me. It's sad I'll miss games like Skyrim, but the gameplay is going to be too limited, I can tell without playing it.

    11. Re:Good list... by Pentium100 · · Score: 1

      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 pointer is fixed and the whole image pans when I move the mouse, I invert the Y axis.

    12. Re:Good list... by sjwt · · Score: 1

      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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      You have 5 Moderator Points!
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    13. Re:Good list... by adamofgreyskull · · Score: 1

      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

      Point well made, and I know it makes sense, and yet it doesn't stop me melee-ing fresh-air every 2 minutes.

    14. Re:Good list... by Anonymous Coward · · Score: 0

      I generally disapprove of "rules" written down without their intentions being noted besides them. As people (OK, NPCs ;) tend to blindly follow those rules, even if that results in the opposite of the goal that originally spawned the rule.

      Just look at the billion ways people "interpret" the constitution. Or laws in general. They become a horrible travesty of their former selves.

      Add a purpose/intention/goal line/paragraph to every rule, and I might consider checking them out. Otherwise they are completely worthless, since I would never know the point of following them, and so could never decide if I agree with them. Which is essential for individuals (who have their own free will and sense of reality).

      P.S.: Most PC games use the same few engines. All games with the same engine save the control assignments in the same way. Usually in a simple text file. So actually, you can just copy that file over. :)
      Other than than, there is no controls standard, because (luckily) games are not that similar (yet). So there is always stuff that is individual to a game.

    15. Re:Good list... by xouumalperxe · · Score: 1

      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 gain an extra column's worth of keys handy. The next revolutionary event was buying an intellimouse explorer 3, and putting the two thumb buttons to use. That was pretty damn awesome.

      Nowadays I rebind every game to ESDF, quickly try to and feel the waters and figure out what works well on the thumb buttons (usually they're the utility and panic buttons, whatever that means in the game I'm playing), and need to shift the keyboard a bit when I'm stuck with WASD.

    16. Re:Good list... by cpu6502 · · Score: 1

      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 lives, or slower enemies, or just skip whole levels completely. That seems to be lacking in modern games.

      --
      My AC stalker: " I personally agree with your posts most of the time, but that won't keep me from modding you troll"
    17. Re:Good list... by Anonymous Coward · · Score: 3, Interesting

      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.

    18. Re:Good list... by peragrin · · Score: 1

      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 get to any of my games.

      --
      i thought once I was found, but it was only a dream.
    19. Re:Good list... by Anonymous Coward · · Score: 1

      Just to let you know, in case you care: your system is not serving you well. The PC version of Elder Scrolls: Morrowind shows no signs of having been developed with consoles in mind. Oblivion does show it, but only in the (annoying, unmoddable) interface; the world and gameplay are worthy of the PC (and even where you disagree with that, there is a mod to make it the way you like it). Games like Mass Effect and Mass Effect 2 start up with that completely useless "Press Any Key" screen before the main menu but otherwise feel like native PC games. Dragon Age: Origins shows no signs of a console release. And on and on.

      Asking yourself whether it was out on console first, i.e., whether it's actually a port, is a pretty good question, but just because a console version exists doesn't mean the PC version is a port or even worse for the fact.

    20. Re:Good list... by Anonymous Coward · · Score: 0

      Remind me never to use your PC.

      Seriously, right click binds to jump?

      It's not so weird, my right click is always bound to crouch.

    21. Re:Good list... by PopeRatzo · · Score: 3, Insightful

      "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.

      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).

      --
      You are welcome on my lawn.
    22. Re:Good list... by hairyfeet · · Score: 1

      I'd add "Thou shall NOT consider MP as a substitute for shittastic AI" and "Thou shall NOT build entire level out of nothing but chest high walls" as those two really bug the ever living crap out of me.

      Have to agree on the list though, especially when it comes to modding. A game like Freelancer frankly was okay by itself but the mods have really gave that game life. on the flip side a game with really shitty weapons like RF: Guerrilla can be almost saved by a decent weapons mod (the explosive pistol mod in my case) as without it the entire game consisted of "run truck through building, truck go boom, steal another truck" lather rinse repeat.

      Finally I'll agree with you carrying bindings over would be nice. I usually flip the vertical and having a simple button to push when friends or family come over that would flip it back to the way they are used to would be a really nice touch. But all in all I don't really think we have too much room to bitch. Thanks to GOG, Steam, and Amazon we have cheap quality games up the wazoo, 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, all in all it is a pretty nice time to be a PC gamer. Oh and sub $60 Tb drives means you can just leave everything installed, damned nice that.

      --
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    23. Re:Good list... by Anonymous Coward · · Score: 0

      That is how you recognize a Quake player. Try doing Rocket jumps with the jump function bound to anything else....

    24. Re:Good list... by Hatta · · Score: 1

      "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.

      --
      Give me Classic Slashdot or give me death!
    25. Re:Good list... by bhcompy · · Score: 1

      You know how I can tell you're a gaming neophyte(comparatively to many of us)?

    26. Re:Good list... by bhcompy · · Score: 1

      Also try bunnyhopping without it. Hell, try shooting the RL. I can't shoot RL in QW without jumping, it's engrained.

    27. Re:Good list... by Machtyn · · Score: 1

      being an old fps gamer, I got myself trained on a very weird scheme:
      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 buttons due to reach. If I were competitive (like I used to be), I'd try and change it.

    28. Re:Good list... by amliebsch · · Score: 1

      At some point I got in the habit of using:

      Left click = run forward
      Right click = run backward
      Click Wheel = Alt fire
      Thumb button = Main fire
      Thumb button 2 = Reload

      The strafe and other keys remained on the keyboard. What I liked about this is that I could play most of the game with just one hand, and it makes circle strafing a bit less cumbersome. The disadvantage is that firing accurately is a little trickier because of the tendency to move the mouse when pressing the fire button. Ultimately I don't use it much any more, particularly it's so dependent on a compliant mouse.

      --
      If you don't know where you are going, you will wind up somewhere else.
    29. Re:Good list... by tepples · · Score: 1

      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?

    30. Re:Good list... by elrous0 · · Score: 1

      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.

      --
      SJW: Someone who has run out of real oppression, and has to fake it.
    31. Re:Good list... by Adriax · · Score: 1

      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.

      --
      I don't suffer from insanity, I enjoy every minute of it!
    32. Re:Good list... by Anonymous Coward · · Score: 0

      Or, y'know, let people skip the scene after they've seen it once. It's not hard to implement, and it makes gamers happy.

    33. Re:Good list... by Vegemeister · · Score: 1

      ...(annoying, unmoddable) intervace;

      Not quite:

      DarkUI'd DarN
      Toggleable Quantity Prompt

    34. Re:Good list... by crolix · · Score: 1

      I once created a tool for that, because I not only wanted to have user-remappable controls in any game, but also create key scripts, as I used to back in the Quake days. The tool is called Key Scripter, you can look it up on SourceForge.

      --
      Read the rest of this comment...
    35. Re:Good list... by TXG1112 · · Score: 1

      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.

      --
      I will not be pushed, filed, stamped, indexed, briefed, debriefed, or numbered. My life is my own.
    36. Re:Good list... by kchayer · · Score: 1

      ...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.

      --

      "I say consider this day seized!" -Hobbes
      "Tomorrow we'll seize the day and throttle it!" -Calvin
    37. Re:Good list... by hyp3rhippo · · Score: 1

      Remapping controls is also important for gamers with disabilities.

    38. Re:Good list... by Onuma · · Score: 1

      MWheelDown for strafejumping. Gives you a larger window of opportunity to time it perfectly, as you can't jump while you're already in midair and rolling the wheel gives you multiple clicks in a very short time frame. That's how a lot of the old pro shooters did it. It worked extremely well in the Half-Life based games like CS, until they patched it out of existence with the "stun" landing type.

      --
      What else can happen when an unstoppable force collides with an immovable object?
    39. Re:Good list... by Onuma · · Score: 1

      I don't understand why I can't skip a scene even if I have never seen it before. If I don't give two shits about a story and want to get back to PLAYING the GAME, I should be able to move on instantly.

      --
      What else can happen when an unstoppable force collides with an immovable object?
    40. Re:Good list... by bhcompy · · Score: 1

      Well, HL/CS players aren't "old" pros, more like middle aged. With HL it's more of a game design/input issue that makes it different from normal quake based games. For standard quake engine games there is no need to game the system, as it has plenty of give for single button bunnyhop action(Q2 was the best for this, ActionQuake2 had the physics of it down perfectly)

    41. Re:Good list... by Control-Z · · Score: 1

      I play that way too, very successfully I might add.

      Left-click: Fire
      Middle-click: Scope/iron sights/zoom
      Right-click: Jump
      Thumb button on MS Intellimouse: Reload

      Arrow keys to move
      Shift: Run
      Home: Prone
      End: Crouch
      Insert on Numpad: Melee
      Ins/Del: Grenade or other misc spotting or weapon functions

    42. Re:Good list... by Control-Z · · Score: 1

      That's probably about right, although I played more Team Fortress Classic than Quake.

    43. Re:Good list... by Anonymous Coward · · Score: 0

      What I always love to see in a game is rolling quick/auto saves. Have two or three of each, and then replace the oldest. Get hit with a missile right after you quick save? No problem, just go back to the previous quick save.

    44. Re:Good list... by Soul-Burn666 · · Score: 1

      That is usually done so you don't accidentally skip a cut-scene if you didn't mean to.
      What could work though is something like "hold button X to skip". In which case you can skip it as you will but won't skip it by mistake.

      --
      ^_^
    45. Re:Good list... by jnpcl · · Score: 1

      I played Quake 1 back in the early 90s, and I couldn't stand WASD.. I don't have large hands or fat fingers, and it just felt cramped. I've been using this setup ever since, in pretty much any game that uses the keyboard for movement. I based it off of the "home keys": E = Move forward (middle) X = Move backwards (middle) A = Strafe left (pinky) F = Strafe right (pointer) S = Turn left (ring) D = Turn right (middle) Which gives me all of these keys for utility: Q = Drop/Discard (pinky) W = Use/Interact (ring) R = Reload (pointer) T = Target (pointer) G = Grenade (pointer) Z = Special/Item (ring) C = Crouch (pointer) V = Vehicle (pointer) B = Buy (pointer) Space = Jump (thumb) And my usual mouse setup: Mouse1 = Fire (pointer) Mouse2 = Alt-Fire (ring) Mouse4 = Autorun (thumb) Mouse5 = Special (thumb) Mousewheel Click = Voice (middle) Mousewheel Up = Zoom toggle (middle) Mousewheel Down = Cycle weapons (middle)

    46. Re:Good list... by jnpcl · · Score: 1

      WTF Slashdot, what did you do with my line breaks?!

    47. Re:Good list... by sortius_nod · · Score: 1

      See, I grew up on flight sims and fps', yet I use normal for fps, inverted for fs. I have a friend who's a console gamer who always inverts. Frustrates the crap outta me when he comes over and uses my xbox.

    48. Re:Good list... by Machtyn · · Score: 1

      I've noticed that I have to insert
      at the end of all my lines when I post. Just don't forget to Preview before Posting.

    49. Re:Good list... by MBraynard · · Score: 1

      strange. I'd like to make a template image and post this to a chan to see what other people fill out.

      I share your esdf rather than wasd but use the space for jump, shift to crouch, right btn for alt-fire, wheel click for melee, mouse thumb button for grenades. (BC2).

    50. Re:Good list... by virg_mattes · · Score: 1

      I think that Mechwarrior 2 (on the PC, that is; console versions had little in the way of configurability) was one of the best games I ever encountered when it came to custom configurations. You could attach any function at all to any key, mouse or stick location you had at your disposal. I personally found that I became an absurdly good mech driver when I could manipulate the controls that way, and it really helped with immersion because suddenly the controls weren't between me and the game, they were a part of it like driving in real life.

      Just as a note for anyone who wants to try it, I mapped tilt up and down to the vertical stick axis, and torso twist to the horizontal. Then I mapped the mech's forward/backward/turn feet to the directional keys. That way, I could drive the body of the mech with the keys, and my torso (and so my targeting reticle) moved in all four axes with the stick. It took about five minutes to get a feel for it, but after that I was kicking down all of the other players who were underutilizing torso twisting because it was so troublesome for them to do it with the default keymap.

      Virg

    51. Re:Good list... by Onuma · · Score: 1

      Indeed. Some of the newer games on consoles had you press a button while on the pause screen. IIRC Final Fantasy 13 was a great example of how you could skip many scenes at any time, regardless of whether or not you'd seen it before. I only played through once and recall skipping a number of scenes I didn't care for. It's much better than the old PlayStation way of popping the disc lid, waiting for it to stop spinning and subsequently close it up again to spool up normally. It was a sketchy process at best, and could easily cause you to crash and have to restart from your previous save.

      --
      What else can happen when an unstoppable force collides with an immovable object?
  2. DIsagree with #4. by RyuuzakiTetsuya · · Score: 1

    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...

    --
    Non impediti ratione cogitationus.
    1. Re:DIsagree with #4. by mikael_j · · Score: 1

      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.

      --
      Greylisting is to SMTP as NAT is to IPv4
    2. Re:DIsagree with #4. by Spad · · Score: 1

      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...

    3. Re:DIsagree with #4. by imakemusic · · Score: 1

      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 almost impossible to disarm the bomb as there are so many weapons to pick up.

      Even just giving the bomb-disarming action priority would fix it in this instance as you could then just do "press the use key to do use the important thing which is obviously the thing you want to do right now" as opposed to "mash the use key, repeatedly switching weapons until they're out of the way enough for you to start defusing the bomb by which time it's too late as the bomb has exploded or you have been shot because you were paying too much attention to the text on screen telling you what the button will do".

      One "use" key often makes sense but if you can accidentally do something very different to what you are trying to do then the system is broken. At any given time a button's function should be obvious and if its function is something you will need to do whilst under fire at the trickiest times in the game then you shouldn't have to rely on reading the text on screen.

      --
      Brain surgery - it's not rocket science!
    4. Re:DIsagree with #4. by Barefoot+Monkey · · Score: 1

      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: rewinding and coup-de-grac. This creates a problem: your ability to reverse time at any moment in the game shuts down every now and then, and your attempts to finish off a defeated opponent occasionally resurrect your enemies instead (not to mention deprive you of sand when you were counting on repleneshing it). Using just one more key would have made the game far better.

      Of course having a different button for every possible action in the game is silly, but going to the opposite extreme and cramming absolutely everything into one button for the sake of eliminating one or two keys just as bad. As Albert Einstein said, "Everything should be made as simple as possible, but no simpler.".

    5. Re:DIsagree with #4. by ZosoZ · · Score: 1

      Just Cause 2 has a context issue on the PC as well; in all the other GTA-style games I've played spacebar is jump when on foot, handbrake when in a vehicle. In Just Case 2 spacebar is jump when on foot, but deploys your parachute when in a vehicle. Net result, every time I was in a high speed pursuit I'd go to jam on the handbrake for a sharp turn and instead throw myself out of the car and float slowly to the ground on the parachute while soldiers took potshots. It's possible to rebind the keys but only across all situations, so if you change the "deploy parachute" key while in a vehicle that also changes the "jump" key when on foot.

    6. Re:DIsagree with #4. by grumbel · · Score: 1

      Yep, on top of that it is really hard to do a control scheme that is both flexible and context sensitive at the same time, to many game mechanics depend on those things and it is by no means easy to come up with something that fits both. There is also always the risk of having the user produce invalid configurations, a game might require certain keys to be pressed at once, but when the user has them spread all over the keyboard some of those combination might end up being impossible or extremely uncomfortable to press, something that one might only realize ours into the game when one acquires the ability/item that requires the keypress combination.

      Also I found the complaining about the Street Fighter IV config in III. a little stupid, as that is exactly how I wished more config dialogs would look like, far to often it is completely unclear how important a given action is from a config screen. So say there is a button for "Flashlight", how often will I use that? Will it be a central part of the game (Doom3) or something I use ten ours into the game like once? Knowing this is rather important to create a good input layout, but a flat list of dozens of actions doesn't give me that information, its not even clear if a binding will be needed at al, as things like journal for example are often available via GUI interaction, not needing a key to begin with. Knowing the controller button however gives me a pretty damn good idea on the importance of a mapping. Of course that's not to say that the SFIV screen couldn't be improved by showing the user the position of the A, B, X and Y keys and giving a little hint at what the keys would do.

      And hey, half the problems wouldn't even exist if PC gamers would just buy a controller to play the game as it was designed, instead of trying to shoehorn another input device into the mix that really doesn't fit. If anything, I find games build for a controller that don't support it properly on PC (Beyond Good&Evil) far more annoying then the other way around.

    7. Re:DIsagree with #4. by Jesus_666 · · Score: 1

      Then I'd just allow the player to bind one key to several actions (and also several keys to one action while I'm at it). Want E to reload if there's nothing to interact with? No problem, you can set it up that way and maybe it's even the preset.

      Perhaps the next guy will want separate "use" and "reload" keys but wants to jump every time he throws a grenade. So he binds "jump" to the space bar and F and "grenade" to F. He presses F, he jumps and throws a grenade. He presses the space bar, he jumps.

      Of course you need to differentiate between "use OR reload" and "jump AND throw a grenade". I'm fairly certain that a better UI designer than me can come up with a reasonable implementation but I'd probably just give the player a second screen where they can go through every key and configure it how they want. Press the key and you see an orderable, editable list of all actions and their relationships. Most players probably won't ever touch the screen but those who do like to fine-tune their game might appreciate it.

      Yes, I'd pretty much put Quake-style bind scripts into GUI form. There's a reason why people use them.

      --
      USE HOT GRITS WITH STATUE OF NATALIE PORTMAN (NAKED AND PETRIFIED)
  3. I. Thou shalt win by G3ckoG33k · · Score: 1

    I. Thou shalt win

  4. Mods indeed. by unity100 · · Score: 1

    Fallout 3 modding community comes to mind. those people have really made games out of the game with their mods. there is even a mod that lets you found your own post-apocalyptic village, build it up, trade and whatnot. i noticed that even tho fallout - new vegas was out just for a short while, the mod community already put out 12,000 files in mods for nv.

    exhilarating, really. how much mods can do.

    1. Re:Mods indeed. by syousef · · Score: 2

      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.

      --
      These posts express my own personal views, not those of my employer
    2. Re:Mods indeed. by unity100 · · Score: 0

      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.

    3. Re:Mods indeed. by Carewolf · · Score: 1

      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.

    4. Re:Mods indeed. by unity100 · · Score: 1

      point is not whether originals were playable or not, point is, how much the mods can expand the game. in fallout 3, they made it into numerous new games.

    5. Re:Mods indeed. by Gadget_Guy · · Score: 1

      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. 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.

    6. Re:Mods indeed. by Anonymous Coward · · Score: 0

      You're retarded. I didn't mod Oblivion at all and I enjoyed it a lot. Sure it was buggy, but it offered a kind of exploratory gameplay that you just couldn't get elsewhere. That forgives it a lot of the bugs. And even ignoring the bug fixing mod, most of the so-called "required" mods just change the gameplay because someone disagreed with a specific gameplay design Bethesda had. Most of the time I think Bethesda's decisions were better in these cases. The mods either make the game too easy or make a mechanic that was intentionally supposed to be a pain to make you less likely to exploit it or feel more rewarded when you complete it.

      As a side note, it's pretty fun when people complain that Skyrim will be "consolized" because they're the primary target. 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".

    7. Re:Mods indeed. by Carewolf · · Score: 1

      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 highway man. It punished you for playing it, not a bad gaming decision and common for platforming games, but the opposite of RPG gameplay which is about character development or for some; acquisition of loot.

      I have never played a game with that much potential completely ruined by a company's decision to make it fit the gameplay of Mario Brothers.

    8. Re:Mods indeed. by CronoCloud · · Score: 1

      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."

    9. Re:Mods indeed. by unity100 · · Score: 1

      when did the modding community start ?

    10. Re:Mods indeed. by syousef · · Score: 1

      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.

      --
      These posts express my own personal views, not those of my employer
    11. Re:Mods indeed. by Carewolf · · Score: 1

      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!

    12. Re:Mods indeed. by unity100 · · Score: 1

      didnt x-plane bite the dust.

    13. Re:Mods indeed. by Machtyn · · Score: 1

      I never really modded Oblivion, either. The one exception was the mod that allowed me to decorate my house with some sanity. There were a couple of things that really bothered me about the game - if we were allowed to buy houses, why was decorating it such a pain? It ended up being a toss everything on the table, ground, or wherever and hope it landed upright. Even with the decorator mod, the physics caused stuff to knock around very easily.

      I never understood why I only had 8 hotkey options, there 10 numbered keys, plus function keys. Neverwinter Nights, WoW, Everquest had all been around for awhile. But now that you mention they likely designed this for a console, it makes much more sense - especially with the thick UI elements and large fonts.

    14. Re:Mods indeed. by asdf7890 · · Score: 1

      I think remember there being 3rd party add-ons for it at least as far back as the mid 90s. I'm not sure about further back than that.

    15. Re:Mods indeed. by Gadget_Guy · · Score: 1

      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).

  5. Number 11 by damn_registrars · · Score: 1

    XI. Though shalt not maketh Duke Nukem Forever, ever.

    --
    Damn_registrars has no butt-hole. Damn_registrars has no use for a butt-hole.
    1. Re:Number 11 by Anonymous Coward · · Score: 0

      XI. Though shalt not maketh Duke Nukem Forever, ever.

      Indeed, you should be working on Elite IV instead.

    2. Re:Number 11 by Soul-Burn666 · · Score: 1

      Or at least not this horrible piece of consolitis-ridden software.
      What's up with console ports forcing a 70 degrees FOV? It's too easy to become disoriented and get motion sickness.
      What's up with only two weapons? It's the friggin' Duke. I want a full spectrum of guns, not just the latest two.
      What's up with no actual save option? I don't want to play the same easy section again and again just to get stuck in the same hard spot.
      Regardless, the game is far from polished and not really fun.

      Seems like it's the same story as with Doom 3.
      When it came out, I was playing some jDoom (original wads, high-res and mouse look) and it was a ton more fun than D3.

      I hear countless people praising Duke Nukem HD which is a similar case, while the new game is well... agonizingly mediocre.

      --
      ^_^
  6. GFWL, DIAF by adamofgreyskull · · Score: 1

    "IX: Thou shalt not worship false gaming services"
    Steam is the proverbial 800-pound gorilla in the realm of online game services. Other than sheer weight, there are actually pretty good reasons why it's so successful. One of them is that, for the most part, it stays out of our way—unlike you, GFWL. When all I want is to play Street Fighter IV, you insist on making me create a profile. Without that profile, my unlocked characters won't be saved. Just brilliant. Did I mention the GFWL log-in screen also pops up after you purchase the game on Steam?

    This. A thousand times this. Happened to me when I purchased Bioshock 2 from a bricks and mortar store for the special edition box/artwork/vinyl soundtrack. GFWL pops up and tells me that I have to create an ID in order to be able to save my single-player game. Wait...what? Another one: I bought Batman: Arkham Asylum on Steam when it was on sale. I start it up, and what do I see? GFWL. Today I started the game up and "Click to start", I'm presented with the login screen where I enter my GFWL login (which I use only for the 2 games I own which force it upon me). Then I'm told "There is an update for Games for Windows Live, if you refuse the update, you will exit the game. After updating, you may have to restart your computer. Do you want to update?". Awesome. Thanks for giving me a choice, dickbags. Then "Update complete, exit game and restart to play."

    I love Steam. The sales, the library, (the browser overlay for consulting a walkthrough occasionally), the community stuff. I install a game and then run it. And it stays out of my way unless I need it. Games For Windows Live on the other hand, is an abortion that should be cast into the depths of hell. The only analog I've seen is "Mordac: Preventer of Information Services" in the Dilbert cartoons. It's like Microsoft wanted to come up with the most efficient way possible to stop people from enjoying the games they play. Every day spent alive, outside of a fire by the developers of GFWL is a day too many in my book.

    1. Re:GFWL, DIAF by KiloByte · · Score: 1, Insightful

      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...

      --
      The creatures outside looked from Alt-Right to Antifa; but already it was impossible to say which was which.
    2. Re:GFWL, DIAF by inasity_rules · · Score: 1

      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.

      --
      I have determined that my sig is indeterminate.
    3. Re:GFWL, DIAF by adamofgreyskull · · Score: 1

      Steam has the least intrusive "DRM" I've ever seen. Please explain how it is intrusive.

    4. Re:GFWL, DIAF by twocows · · Score: 1

      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.

      It is an excellent service that makes it convenient and easy for me to play my games however I want and makes buying and downloading games a breeze. If that's what you call DRM, then I'm fine with it.

    5. Re:GFWL, DIAF by The+Moof · · Score: 1

      It's track record is better than most, but I still occasionally have problems with Steam.

      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 was to purge Steam from my system and reinstall it (luckily, it was just Steam and not all my games).

      However, the biggest problem with Steam is it still lets games install additional DRM on the system. I have Steam installed, it needs to do its thing to let me games run. Why do I need a copy of SecuROM on top of Steam doing things as well? Why does the game have to validate itself against both Steam and the publisher's 3rd party authorization servers? Ask anyone who purchased Dragon Age Ultimate Edition from Steam about this, and you'll likely get an earful thanks to the server outages earlier this year (the irony of this problem is that EA's solution was to disable the DRM authorization check in the config files).

    6. Re:GFWL, DIAF by bhcompy · · Score: 1

      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.

    7. Re:GFWL, DIAF by Anonymous Coward · · Score: 0

      Because it exists.

      So what if it has made purchasing software from a variety of developers and playing with my friends easier than at any time in history.

    8. Re:GFWL, DIAF by Alter_3d · · Score: 1

      I love Steam too, but using it won't save you from GFWL. I purchased Bioshock 2 from Steam and have the exact same problem that you had.

    9. Re:GFWL, DIAF by Anonymous Coward · · Score: 0

      I've been stuck with a sudden drop-out in my internet connection on occasion and am forced to wait until I can get back on Steam before playing anything.

      What good is having an offline mode for games if I have to be online to enable it!? Frustrates the hell outta me!

    10. Re:GFWL, DIAF by Anonymous Coward · · Score: 0

      Exactly. You don't even have to be online to play. You just gotta have Steam running in the background, and you can even run it in offline mode.

      As for SecuROM, yes, it's avoidable due to cracks, but it still gets INSTALLED. Meaning you still have a rootkit. No rootkits for Steam. I'd call Steam the clear winner in the DRM arena.

    11. Re:GFWL, DIAF by DarenN · · Score: 1

      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.

      --
      Rational thought is the only true freedom
    12. Re:GFWL, DIAF by Machtyn · · Score: 1

      Always run in offline mode. Leave it running.

    13. Re:GFWL, DIAF by cOldhandle · · Score: 1

      I think this "commandment" is very confused and incorrect. It is the publisher of Street Fighter IV that made the retarded decision to inflict GFWL on those that purchase the Steam version (effectively 2 layers of online game services/DRM). I'm also fairly sure that playing a game on Steam requires you to have created an account and logged in. I have also often experienced being locked out of single player games on Steam until updates are downloaded/applied (and enduring the subsequent downloads randomly entering "suspended" states). The commandment needs to be expanded to cover Steam as well rather than just GFWL; it suffers from all the same failings that are complained about.

    14. Re:GFWL, DIAF by elrous0 · · Score: 4, 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.

      --
      SJW: Someone who has run out of real oppression, and has to fake it.
    15. Re:GFWL, DIAF by grumbel · · Score: 1

      The most annoying practical problem I have with Steam is that it forgets its password every now and then, even so that little "Save Password" thing is checked. That aside, the forced patches are also an issue, its nice that you can auto-patch your games, but it really sucks that you have to. If the latest patch broke something in the game, you are fucked till the developer fixes it. Games on disc don't have that problem.

      The biggest problem with Steam and DRM however is the lack of a family&friends mode. If I buy a disc game, I can lend it to a friend, let my brother play it, sell it or whatever. That's essentially how I got to play a large amount of games when I was younger. With Steam I am not allowed to do any of that, once bought it is locked to the account and giving away the account is forbidden by TOS and can potentially lead to a locked account.

      Another few issues aside from DRM: Steam is expensive 9 times out of 10 I can buy the games cheaper on Amazon then on Steam, the only exception are Steam sales, but even with those Amazon gets really close. Another problem local to Germany: The Steam Store is censored, so I can't even buy some games, even worse, that fact isn't made obvious, so a "Steam Sale" banner might promise games, but clicking on it will lead to a dead end or only show a few of games, with no explanation what happened to the rest.

    16. Re:GFWL, DIAF by Anonymous Coward · · Score: 0

      +1 Funny

    17. Re:GFWL, DIAF by Weedhopper · · Score: 1

      What do you have against Steam?

    18. Re:GFWL, DIAF by Anonymous Coward · · Score: 0

      However, the biggest problem with Steam is it still lets games install additional DRM on the system. I have Steam installed, it needs to do its thing to let me games run. Why do I need a copy of SecuROM on top of Steam doing things as well? Why does the game have to validate itself against both Steam and the publisher's 3rd party authorization servers? Ask anyone who purchased Dragon Age Ultimate Edition from Steam about this, and you'll likely get an earful thanks to the server outages earlier this year (the irony of this problem is that EA's solution was to disable the DRM authorization check in the config files).

      So the biggest problem is something they have little or no control over?

    19. Re:GFWL, DIAF by adamofgreyskull · · Score: 1

      The most annoying practical problem I have with Steam is that it forgets its password every now and then, even so that little "Save Password" thing is checked. That aside, the forced patches are also an issue, its nice that you can auto-patch your games, but it really sucks that you have to. If the latest patch broke something in the game, you are fucked till the developer fixes it. Games on disc don't have that problem.

      You can disable automatic updates for each game.

      The biggest problem with Steam and DRM however is the lack of a family&friends mode. If I buy a disc game, I can lend it to a friend, let my brother play it, sell it or whatever. That's essentially how I got to play a large amount of games when I was younger. With Steam I am not allowed to do any of that, once bought it is locked to the account and giving away the account is forbidden by TOS and can potentially lead to a locked account.

      Surely this is a problem with *any* online distribution system?

    20. Re:GFWL, DIAF by Anonymous Coward · · Score: 0

      I fully accept that it's the publishers fault. To the chase: Steam is less intrusive. I can disable automatic updates for my games. I don't have to login every time I want to play a game, I can play "offline" and not lose my saved progress. Is it even possible to play a game with GFWL without logging in? I tried it with Bioshock 2, just to check out my video settings and it was so much trouble I ended up creating an account just so I could see how well it would run with the settings I'd chosen. Steam adds value. It has a great store, great selection and they have awesome sales. I can chat with friends, see what game they're playing and join in. As a PC gamer, GFWL deserves to have shit piled upon it because it's late to the party and forces itself on you like a drunken prom-date.

    21. Re:GFWL, DIAF by grumbel · · Score: 1

      You can disable automatic updates for each game.

      That will only disable the automatic background download, it will still require a patch when you start the game and it doesn't help you with getting rid of an already installed patch.

      Surely this is a problem with *any* online distribution system?

      Not with GOG.com, which doesn't have any DRM at all. Playstation Network lets you install games on five consoles or something like that. And outside of games the Nook and Kindle have "lend to a friend" features.

    22. Re:GFWL, DIAF by mgiuca · · Score: 1

      Steam puts a rootkit on your system?

    23. Re:GFWL, DIAF by mobets · · Score: 1

      It may not be prominent, but it is there.

      --

      It was me, I did it, I moved your cheese
    24. Re:GFWL, DIAF by michael021689 · · Score: 1

      Because it doesn't let him steal games as easily.

  7. My commandments. by Anonymous Coward · · Score: 1

    Like any long-time Slashdot user, I didn't read the article, and I'm not going to, but that doesn't mean that I'm going to keep my opinions on this subject to myself. As an added bonus, I don't write like a dumbass, using Shakespearean English in 2011. Unfortunately, I do fucking curse a lot. If that offends you, good. It means that I win.

    Commandment 1: Don't port console games to the PC. It always ends up pissing off the PC gamers, because the UI is shitty and the graphics look like they're from five years ago. If you simply must port your crappy console game to the PC, at least spend a few days reworking the UI, so that it looks decent and handles well on something other than console hardware (TVs and gamepads). Thanks to the relatively high resolutions of HDTV, this isn't as monstrous of a problem as it used to be, but it's still annoying as hell when PC games completely ignore the existence of joysticks, mice, and keyboards, in favor of an input method only an eight year old could love.

    Commandment 2: Nothing in the history of gaming is more hated than DRM. Even John Romero probably still has a few fans. If your game is released with DRM, remove it after the launch. Most publishers know that DRM does nothing to stop casual piracy, once a crack is publicly released. Once that happens, why punish the legit buyers? Do the right thing and remove the DRM. Or just don't use DRM at all. Imagine that! Absolutely nothing is more frustrating than a game that won't run, because of broken/buggy DRM, except perhaps a game that won't even run, because the license server is down. Fuck you.

    Commandment 3: Misogyny, homophobia, racism, and religious intolerance might sound like great concepts for your game, but they actually aren't. You'll have to just trust me on this one. Allowances can be made for irony, satire, parody, and/or social criticism, but you're probably not witty enough for this. Gender stereotypes are equally as frustrating.

    Commandment 4: This is for Peter Molyneux. Peter, I love you, but you need to keep your big mouth shut. It makes promises that your development team can't keep. Seriously. Mouth shut until the game ships. Everyone will be much happier, and we'll avoid having to punch you when we meet you.

    Commandment 5: Don't fuck with a successful formula, and don't run what was once a good concept into the ground. Yes, this part requires you to use your head. If you can't come up with a novel twist, then it's time to move on to a new project. If you think that the franchise needs to be "streamlined", then it's best to start over with a new franchise.

    1. Re:My commandments. by mcvos · · Score: 1

      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 unnecessarily limited.

    2. Re:My commandments. by SanityInAnarchy · · Score: 1

      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.

      --
      Don't thank God, thank a doctor!
  8. XI: Thou shalt never release Half-Life 3. Ever. EVER. Instead thou shalt waist thine time making Left 4 Dead 2 and making countless hats in Team Fortress 2.

  9. That's what? 39 Commandments now? by Duffadash · · Score: 1
    1. Re:That's what? 39 Commandments now? by Anonymous Coward · · Score: 0

      Mod Parent Up. I'm enjoying those linked articles. However, the 10 commandments from TFA are going at it from a different angle, e.g. configuration, key bindings, etc. At least I think they are. I haven't clicked through every page of the articles you linked but they seem to be focussed on graphics & gameplay.

    2. Re:That's what? 39 Commandments now? by MichaelSmith · · Score: 1

      Gee that takes me back. I haven't read cracked since digg imploded.

  10. Nothing new about it by elsurexiste · · Score: 1

    Cracked.com also compiled a list. 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.

    --
    I rarely respond to comments. Also, don't ask for clarifications: a brain and Google are faster, believe me!
  11. This is a bad list by ildon · · Score: 1

    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 interface other than "PC gamers are used to it". Being "used to" something that makes for bad or confusing UI doesn't make it not a bad or confusing UI.

    1. Re:This is a bad list by stardaemon · · Score: 1

      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 interface other than "PC gamers are used to it". Being "used to" something that makes for bad or confusing UI doesn't make it not a bad or confusing UI.

      As long as DoF/Blur/View bob/Tripple buffering is permanently of, vsync on, FoV is locked to 110, and a few other details, I _may_ not complain to vocally...
      I'd still like the option to decide whether to step back on AA,shadows or view distance on various things.
      There are likely a lot more settings like this I'd like to prioritize myself;)
      So I'd still complain:p

      Point is, I disagree, because most of us have different preferences and prioritizations regarding settings.

      --
      The only way to stay sane in an insane world, is to be mad yourself...
    2. Re:This is a bad list by Anonymous Coward · · Score: 0

      You must be from the same breed of people who keep cutting stuff from GNOME and saying it's an improvement. How fucking hard is it to just shove it under a menu called "Advanced" and keep the basic graphical stuff separate? Hint: It isn't.

    3. Re:This is a bad list by ildon · · Score: 1

      You are why Linux will always remain a niche product (for desktop users).

    4. Re:This is a bad list by Anonymous Coward · · Score: 0

      Because wanting a small amount of visual space which exclaims "Advanced" and leads to options which are "Advanced" but kept out of the way of idiots is going to make your product incredibly scary for novices to use, if people are that stupid to be confused by that than nothing will ever be simple enough.

    5. Re:This is a bad list by Stevecrox · · Score: 1

      Your wrong, take Half Life 2 Episode 2. When that game came out I could have all of the graphics settings turned to maximum except for Anti-Aliasing. Even with everything on minimum Anti-Aliasing would reduce the frame rate to ~22fps. With it off I would get ~50-60fps on maximum settings, I am sure there are people with graphics cards which could cope with the anti-aliasing but had only a small amount of memory so textures would need to be reduced.

      The basic configuration options were arrived at for a reason, those reasons haven't diminished and to dismiss them is short sighted. Considering the amount of time it would take to extract that setting to a configuration file and the amount of time it would take to add a menu I say it's better to spend the morning in order to add the menu.

      The options aren't vast there are about 9 graphical ones and around 2 seconds of playing with them will tell a user what they do. Sound is the same the only confusing one would be the PC networking options but that wasn't what the commandment was about.

    6. Re:This is a bad list by Anonymous Coward · · Score: 0

      2 words: Windows registry.
      Or if you prefer a more in-depth response to your troll, 3 words: Windows Control Panel.

  12. Cut scenes by david.given · · Score: 5, Insightful
    Don't forget these:
    • All cut scenes shall be skippable, or else the FPSers will hunt you down and kill you.
    • All cut scenes shall be repeatable, or else the RPGers will hunt you down and kill you.

    Corrolary:

    • Thou shalt not put a five minute unskippable cut scene immediately before a boss fight. Or else everyone will hunt you down and kill you.
    1. Re:Cut scenes by germansausage · · Score: 1

      Mass Effect - Krogan and Geth Snipers? at the top of the Prothean Tower. I think they even threw in an elevator ride.

    2. Re:Cut scenes by Anonymous Coward · · Score: 0

      _PC_ Gaming's 10 Commandments

      Your commandments are most definitely universal.

    3. Re:Cut scenes by arth1 · · Score: 1

      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 push a cursor from A to B at a fixed rate, but can jump directly.

      Or, to sum most of it up in one rule to bind them all: Don't force the PC to behave like a console would.

    4. Re:Cut scenes by Nimey · · Score: 1

      Unskippable ads before the game loads are just as unforgivable.

      --
      Hail Eris, full of mischief...

      E pluribus sanguinem
    5. Re:Cut scenes by Anonymous Coward · · Score: 0

      In addition: I can always tell a new game is going to be a crappy console port when I try to adjust the volume of the opening cutscene using the volume keys on my keyboard, and it registers as "any key" and skips the whole bit. Without fail, if that skips the intro, the next thing I see is a Press Start prompt and a menu that has to be navigated with the arrow keys (my hands are already on wasd and mouse at this point).

  13. Also... by ildon · · Score: 1

    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 excuse you from simplifying the interface.

    Again, being "used to" something doesn't make it a good or valid design, or a design that should apply to all games equally. It doesn't mean we shouldn't seek improvement/innovation/change.

    1. Re:Also... by Stevecrox · · Score: 1

      Multi-function button binds are legitimate design choices when dealing with a console, this is because a controller has a limited set of buttons. PC gamers have a keyboard and a mouse and so a greater selection of buttons. In the example given the standard is r for reload and e for use, the only reason to keep a multi-function button is when a players situation changes e.g. looking down a scope, driving a vehicle, walking, swimming, etc..

      It's lazyness by the devs and the Wii shovelware is a great example of the problem happening in console land. Not all games would lend themselves to working with a Wiimote and sometimes your gameplay is going to have to change drastically. But a lot of early Wii games simply took existing games and quickly remapped the keys for a motion controller and those games didn't work.

      Your comments sound more like excuses.

    2. Re:Also... by ildon · · Score: 1

      Having keys bound halfway across a keyboard is stupid. Why do you think most new WoW players feel the need to click their action bars instead of using the default hot keys? Because they stretch from 1 through = and no one is going to fucking take their right hand off the mouse or left hand off home row/WASD to hit =. So the logical route to them is to use the mouse to click the = hotkey. In the end the most efficient way to play WoW is to completely rebind all the keys surrounding WASD (or whatever your movement keys are) and your mouse buttons to (SURPRISE) multifunction macros so that your hands don't have to move much and you don't have to interrupt character movement to cast spells that don't require you to stand still.

      Just because you put 100+ keys in front of someone doesn't mean its useful, efficient, or fun to use 100+ keys. Simpler is usually better, and a lot of in-game actions are mutually exclusive (in practice) anyway. In Fallout 3/NV you hold reload to holster your weapon. That's a really fucking good idea to save keyspace/brainspace whether you're on a console or not. You think we should just throw that away because some elitist douchebag wants things to be the way they used to be for no other reason than he thinks making a game harder to play (not as in gameplay, but as in unnecessarily complicated control schemes for no reason) somehow makes him feel better about himself?

  14. Vaguely speaking of control schemes... by Anonymous Coward · · Score: 0

    The button configs need to be more transparent, or bad and confusing shit can happen in critical moments. Oh, and I also want to choke her with my cock.

  15. Easier by ledow · · Score: 1

    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. Apparently now we call it "That'll do".

    1. Re:Easier by Anonymous Coward · · Score: 0

      The part with Devs playing their own game only works to an extent. If they played it on the console for a while, they will be perfectly fine with going to Online -> Multiplayer -> Lobby -> Sign In -> Host game -> Create to start a multiplayer match, all with the keyboard cursor keys ... just because that is what they are used to. Any new play-tester would be overheard swearing loudly at such a contrived substructure of menus just to host a game and mouse clicks doing absolutely nothing despite a cursor being visible in the menus (Yes, I am looking at you EA and especially your NFS and FIFA games).

      The key is to frequently get new play-testers that have not yet developed this 'blindness' and will point out these flaws instead of accepting them because they've become used to them.

    2. Re:Easier by bhcompy · · Score: 1

      Well, when you deal with console devs it works a bit differently(sorta). They do in-house QA and such, but the games get sent to Sony/MS/Nintendo for QA prior to release. Essentially, your finished game product playtesting is being done by a 3rd party that doesn't give you that kind of feedback.

    3. Re:Easier by Anonymous Coward · · Score: 0

      This, a thousand times this. Mod parent up.

  16. I'd say more of a mixed list by Sycraft-fu · · Score: 2

    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 and game markers are starting to be willing to target Vista/7 only (XP only has DX9) but it'll take some time. Some games do have multiple versions, and can support FSAA in their DX10+ version, but many don't bother to do that since it takes extra development resources.

    2) Have the drivers deal with it. The graphics card drivers can do some trickery on hardware that is DX10 (or better) capable and force FSAA in games that can't handle it due to being DX9/deferred shading. That is fine but it takes implementation by the card maker (which nVidia and ATi do) and means you don't have the option in the game.

    The guy needs to understand the difference between what he thinks would be nice and what is possible.

    1. Re:I'd say more of a mixed list by bhcompy · · Score: 1

      There are also different methods of antialiasing that can be applied.

  17. spaceship games by Anonymous Coward · · Score: 0

    XI. Though shalt not make spaceship with maximum speed limit.

    unless you state that its in different universe.

    I know it sounds like nit picking and i had my fair share of fun playing freespace, freelancer and xseries, but I want at least semi realistic spaceship fights game.
    the only games if I remember correctly were Orbiter (crazy ass simulation for nasa pilots in training) and actually very good (and for free) but a bit buggy and unfinished Babylon 5: I've Found Her.

    1. Re:spaceship games by Anonymous Coward · · Score: 0

      Try Frontier, Frontier: First Encounters (/ JJFFE), Independence War 1, Independence War 2

    2. Re:spaceship games by Carewolf · · Score: 1

      You mean like in the connected aquariums simulators? What is up with space-themed aquariums anyway?

  18. Not a bad list. by adamofgreyskull · · Score: 1

    This is about PC GAMING! There's no need to expose these options to console-tards, but PC gamers with vastly differing system specifications want/need as much control as they can get. "low, medium, high, ultra"? Bullshit. I want to be able to fiddle with shadows, anti-aliasing, model-details etc. etc. until I get my optimal frame-rate/experience available on my system. We're not asking for this for the sake of it...because we're used to it on the PC...it's because it's a good fucking idea for PC gamers. It can be hidden in an "advanced options" menu, completely obliterating any complaints about a bad or confusing UI.

    1. Re:Not a bad list. by ildon · · Score: 1

      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 to click the icon on their desktop, click "start game", and go without hassle.

    2. Re:Not a bad list. by tepples · · Score: 1

      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 and scroll down to "The question of preferences", and read this article by Joel Spolsky.

      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.

    3. Re:Not a bad list. by Jesus_666 · · Score: 1

      People who want complexity-free gaming buy consoles. They get complexity-free gaming because the developer has a platform with guaranteed minimum specs. Now, let's look at the PC. Some gamers use high-end equipment; they will want the highest possible settings. Some have a powerful graphics card but little or slow normal RAM. Turns out that they can crank up everything to high levels if they turn down the range of the physics simulation that happens to require lots of RAM. Some have a graphics card that doesn't have enough shader units to keep up. Letting them turn down the water reflection might allow them to keep a long render distance. And so on.

      Or, of course, we could force everyone to spend ridiculous amounts of money on gamign equipment because the developer couldn't come up with a GUI that can display more than three values on a single screen without breaking.


      Note that even with ultra-complex settings screens, people usually don't have to spend aged fiddling around in there. Most games to give you a quick list of presets, usually labeled something like "Low", "Medium" and "High", with the most appropriate one preselected. If you don't want to go further you don't need to. But those who do have a need to go under the hood can. (And, by the way: If we banished all advanced configuration to config files that would mean that everyone with any configuration-solvable issue (and there will be a lot of them) is expected to go through the config files by hand. That's the exact opposite of what you intended.)

      Think of your operating system. Your computer can do DHCP but still there's a GUI-based way of assinging a static IP address even though that does add clutter and might be confusing to entirely nontechnical users. Even on Windows you can configure your NIC from the command line, so there was no real need to include the network configuration GUI. But they did because there are a lot of people who really appeciate it.

      --
      USE HOT GRITS WITH STATUE OF NATALIE PORTMAN (NAKED AND PETRIFIED)
    4. Re:Not a bad list. by adamofgreyskull · · Score: 2

      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 to click the icon on their desktop, click "start game", and go without hassle.

      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't need the eye-candy, you can do that too.

      Exhibit A: For anyone who feels the need to alter their video settings in HL2, clicking Options>Video Tab, they see this.
      Exhibit B: For anyone who feels they need to monkey with anything more than resolution/brightness, they can click on advanced.

      I say again, in what way does this make for a confusing UI? In order to get anything even remotely confusing, you have to go looking for it. Firstly, this isn't the olden-days where you have to summon gaming voodoo and edit a config/bindings file, and it's not going to drive people away from PC gaming. The "advanced" options are available, but hidden, and there is an easy way to revert to the defaults. And the defaults are clearly labelled.

      Secondly, I hope companies do stop porting games to PC if they're only going to do a half-arsed job of it as they seem to be doing now.

    5. Re:Not a bad list. by adamofgreyskull · · Score: 1

      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 and scroll down to "The question of preferences", and read this article by Joel Spolsky.

      I was saying, "we're not asking for this for the sake of it because we're used to it on the PC, we're asking for this because it's a good idea".

      We're not asking for this for the sake of it...because we're used to it on the PC...it's because it's a good fucking idea for PC gamers.

      Those articles are nice and all (Joel's ever so cute when he gets a bee in his bonnet), but as I've point out to ildon, it's possible for someone who doesn't care about tweaking settings to start the game and never even see an "Options" dialog. Moreover, they're looking at a very specific domain. Starting up Word, a user who "just wants to type a document" doesn't need to see a whole raft of options. However, a gamer, playing a game that runs sluggishly and wants to dial down anti-aliasing/model quality etc. is going to be extremely frustrated if he can't do that. I don't want to be able to have infinite control over my games, but I can handle something a little more involved than "Low, Medium, High".

      Windows is fairly easy to use. Should Microsoft remove the registry and prevent anyone from changing any settings? Should they remove the ability to change the screen resolution? Window transparency?

      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.

      I mean, as in HL2, the main menu has an "Options" menu item. You click on that and are presented with simple options. If you want to turn off anti-aliasing, you can click on "Advanced...". If you are happy with the default settings, you never have to see those options, but if you aren't, you can change them. I don't understand why that is hard to grok? "about:config" is confusing, however, you also almost never need to use it to change options. Most users can use Firefox and never even need to see the contents of the "Options" dialog, let alone "about:config".

      As for the test matrix complaint, I hadn't given a moment's thought to "testing every combination" because: a) that's not my job; and b) almost every PC game I've ever played had graphics options that I could change, and not one of them has ever crashed because a particular level of anti-aliasing was incompatible with a particular model quality. Hell, I edited my Quake 3 config file to increase the angle of my field of vision and it didn't crash.

  19. Mod parent up! by Zaphod-AVA · · Score: 1

    Oh my fucking god, unskippable cut scenes infuriate me.

  20. intro vids by Anonymous Coward · · Score: 0

    publisher.bik
    developer.bik
    nvidia/ati.bik
    brand owner.bik
    gameintro.bik
    actual game menu

    oh boy! are we having fun yet?

  21. blah by Anonymous Coward · · Score: 0

    The attempt at ye old dumb fuck humor language is not funny.

  22. Thou shalt allow the y axis to invert by edremy · · Score: 1

    It's been a while since I gamed a lot, but there were a few PC games I had that didn't allow this. This one is so hardwired into my hands that any game without it is totally unplayable for me.

    --
    "Seven Deadly Sins? I thought it was a to-do list!"
  23. What about people who only use a mouse and KB? by vmaldia · · Score: 1

    Some recent examples. Just cause 1 and saints row 2: Driving, specifically steering is EXTREMELY difficult just using the mouse and the WASD keys. Fallout 3 and divinity 2: only 8 hotkeys? We need MORE!!! I assume the limit at 8 is due to a console controller. the 4 cardinal directions and the 4 diagonals make 8 Lost planet: very unusual control scheme for some of the functions and even the menus Dead space 1: cannot skip EA logo at game start. Cannot save anywhere, only at save points. Very slow to turn the view/turn your character around, bad if being attacked from behind Modern warfare 2: very linear level design

  24. I Alloweth cheating or skipping in single mode by Anonymous Coward · · Score: 0

    If I pay a good amount of money for a game, I don't want anyone telling me that I _HAVE_ to finish that one mission before I can move further.
    If I play only casually, I do not want to try the same friggin level over and over.
    And I sure as hell don't need anyone to tell me I should!

    1. Re:I Alloweth cheating or skipping in single mode by Webcommando · · Score: 1

      If I pay a good amount of money for a game, I don't want anyone telling me that I _HAVE_ to finish that one mission before I can move further.

      Absolutely agree! I cannot play for long periods of time since my wrists start to bother me. Now this is for the console version, but I was never able to finish Gears of War due to the level where you need to get the troll outside before you could bring down the rain. Never could do it and I had to give up.

      Also, and perhaps more annoying, is driving games not giving me all the cars and tracks at the beginning. I do not have the time to do the campaign mode for a racing game. I bought the game to race around for an hour and then put it away...period...give me the cars I PAID FOR. There really is no reason to lock this content. The replay value isn't in forcing me to go through all the tracks, all the series, and all the souping mods. It is, wait for it, racing.

      --
      I love the sound of distortion in the morning -- webcommando
  25. dev console and ingame server browser by bhcompy · · Score: 1

    Thou shalt provide a dev console in game with real commands that will have effect on the fly.
    Thou shalt not restrict the player to only the horrific in-game server browser.

    Looking at you BFBC2(among others).

  26. Commandment 11 by MobileTatsu-NJG · · Score: 1

    11: Your PC game MUST be from the PoV of a character waving a gun in front of his face.

    --

    "I like to lick butts!" by MobileTatsu-NJG (#32700246) (Score:5, Informative)

  27. "Thine game"? Blech! by Anonymous Coward · · Score: 0

    Idiot writer is trying to sound all Biblical, yet has no idea how to do it properly.

    It's real simple. Here's how it works, kids: You use "thy" where you would use "a" and "thine" where you would use "an" -- and for exactly the same reason, to avoid the glottal stop. "Thy armor" is awkward to say; "thine armor" flows more smoothly. And "thine game" just sounds ignorant and pretentious. It's:

    - thine eyes
    - thy gun
    - thine armor
    - thy game, and
    - thy uniform (You don't say "an uniform", do you? No, because the "y" sound at the beginning of "uniform" obviates the need for the glottal stop.)

    Sorry if I sound unduly harsh, but I sing a lot of church music, and this kind of nonsense just grates on my ears.

  28. It's not just about playability by Moraelin · · Score: 1

    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 you had to suck it up and just use loud weapons. Now I could have half a dozen different silent guns, ranging from point blank SMGs to long range sniper weapons.

    And then there are the pure vanity replays, like playing a game only with a lightsaber, or in an Alucard suit and with the Jackal gun, or in a Boba Fett armour and with my very own EE-3 blaster carbine, or strictly by smashing heads with an authentic late-medieval six-flanged mace like an old-style D&D priest. Especially since many such concepts involved advancing different skills (e.g., if I use blasters, I'll want energy skills, so I might as well get medicine too and get Cyborg, etc) and sometimes figuring different ways to get past the same situations (e.g., I can't snipe with a melee polearm;)

    Sure, FO3 was plenty playable without that. But, really, there's only so many times you can play it again only with the standard props. All those extra props let me have a lot more fun by giving me a reason to play the game again.

    2. Modding the game is fun by itself.

    I mean, sure, I didn't really need a 30mm/L40 portable cannon to play the game, but modelling and texturing it and the custom ammo was fun by itself. Or I didn't really need a scoped EE-3 blaster, but, you get the idea, it's fun to model all those fins and scratch the edges and darken the creases just right. Etc.

    So, yeah, I'd say that Fallout 3 still benefited from being so moddable. Sure, it would be playable even without mods, but I think I got a lot more bang for my buck as it is.

    --
    A polar bear is a cartesian bear after a coordinate transform.
    1. Re:It's not just about playability by Machtyn · · Score: 1

      The problem with the Modding aspect is that some companies are actively against it. Take, for example, the Need for Speed series. At least with Underground 2, I saw a huge potential where the maps could have been expanded, new tracks inserted, better AI, and more cars/paint/graphics, etc. All I've found was a music extractor. I think that EA, and others like it, will not allow modding so that they will force the gamer to buy New Game 2011 That Adds a Few New Things, when they've tired of Old Game 2010.

  29. Mouse control of a platformer by tepples · · Score: 1

    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.

    1. Re:Mouse control of a platformer by Anonymous Coward · · Score: 0

      I would recommend NOT mapping the movement to the mouse. Just the standard WASD config. However make the controls fully customizable so that those who do want it mapped to the mouse (or joysticks or whatever) can.

    2. Re:Mouse control of a platformer by tepples · · Score: 1

      I would recommend NOT mapping the movement to the mouse. [...] However make the controls fully customizable so that those who do want it mapped to the mouse (or joysticks or whatever) can.

      I plan to fully support mapping to keyboard or joysticks, with player 1's default being arrow keys to move and Z, X, C for actions. But in order to "make the controls fully customizable so that those who do want it mapped to the mouse [...] can", I have to understand how players would expect the game to behave for each movement that the player has mapped to the mouse.

    3. Re:Mouse control of a platformer by Anonymous Coward · · Score: 0

      The post you first replied to said that he uses left and right clicks for forwards and backwards. So for him at least I think it's just a matter of making sure that if you can bind an action to a keyboard key you can equally bind it to a mouse button.

  30. Achievements by tepples · · Score: 1

    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.

    1. Re:Achievements by nschubach · · Score: 1

      Some already do. GTA4 comes to mind. If you used certain cheat codes it would lock out gaining achievements/trophies.

      --
      Every time I start to have faith in humanity, I ruin it by driving to work between 7 and 8 am.
    2. Re:Achievements by Jesus_666 · · Score: 1

      The usual approach is to disable achievements while cheats are in effect. This is easy to do with Source-based games; if sv_cheats is true, achievements are off. When all possible cheat commands are locked as long as sv_cheats is false, your game is both reasonably cheatproof in the achievement department and inviting to recreational cheaters.

      Another example would be Alien Swarm, which gives you no experience when playing on user-supplied maps. Now if only the main game wasn't so damn short and linear...

      --
      USE HOT GRITS WITH STATUE OF NATALIE PORTMAN (NAKED AND PETRIFIED)
    3. Re:Achievements by tepples · · Score: 1

      The usual approach is to disable achievements while cheats are in effect.

      Beat level 3 with cheats, and you don't get the achievement for beating level 3. Turn off cheats and beat levels 4, 5, and 6, and you get the achievement for beating level 6 without having legitimately beaten level 3. That's why I recommended disabling achievements permanently if the player has saved after having enabled cheats even once on a given career file. Some games just disable saving after having turned cheats on.

    4. Re:Achievements by adamofgreyskull · · Score: 1

      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.

      Exactly! Achievements are important because they are an accurate indication of a person's worth. I proudly state on my resumé that I have unlocked "Mustache Mode" on Plants vs. Zombies and "Good Shepherd" on Counter-strike. I'd be absolutely sick if I missed out on a job interview or a mortgage application to someone else who had fraudulently gotten the "Master at Arms" achievement! ;)

    5. Re:Achievements by adamofgreyskull · · Score: 1

      Beat level 3 with cheats, and you don't get the achievement for beating level 3. Turn off cheats and beat levels 4, 5, and 6, and you get the achievement for beating level 6 without having legitimately beaten level 3.

      So? That's an entirely accurate picture of what happened. No achievement for level 3 (not beaten fairly), achivements for levels 4, 5 and 6 (beaten fairly). I fail to see why that's a problem. If a game has a level 3 which isn't any fun because it's too hard, or tedious, then it's the least the developer can do to allow some way to skip past it. World of Goo did this well.

      I can understand efforts to prevent multiplayer cheating, and to try and stop achievements accruing while cheating, but at the end of the day if it's a single-player game, why the hell does it matter? Can achievements be sold for cash? No. Are they highly prized for their aphrodisiac qualities? No. If I unlocked every Counter-Strike achievement by cheating on private servers with bots and friends, then went on a public server would I be better than everyone there? Would I defeat all-comers in a trice? Would they hold me aloft on their shoulders and carry me down the street singing songs of joy and submission? No.

      So why is it such a big deal?

    6. Re:Achievements by Jesus_666 · · Score: 1

      True. I forgot to mention that tainted savegames stay tainted.

      --
      USE HOT GRITS WITH STATUE OF NATALIE PORTMAN (NAKED AND PETRIFIED)
  31. My "commandments" by subanark · · Score: 1

    Thou shall charge only for content:
    None of this buying +2 sword, or buying money with real world money. Micro transactions are fine, as long as the player gets something they can't get in game .
    already.

    Thou shall let a loser lose:
    In single player games, tell the player when the situation is hopeless, don't let them struggle trying to win the impossible. In a multiplayer game, you need to give a losing team the chance to catch back up, or just end the game and be done with it. No one likes a hopeless game.

  32. Inverted Y axis as the default by tepples · · Score: 1

    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.

  33. VIII bad assumptions by Anonymous Coward · · Score: 0

    VIII. Enough with the save points already! Once again, there are historical reasons for a poor or otherwise lacking feature: back in the early days, console games couldn't count on having much storage space, so they had to be stingy with saved games. But, once again, it's now 2011! Consoles and personal computers have gigabytes of storage at their disposal, so I can't really comprehend why you insist on having very defined places where progress can be saved. Even worse are those titles with auto-save checkpoints. Thanks, saving right as I run out of ammo or walk off a cliff is really helpful. Granted, there are games where saving the progress at every millisecond might prove tantamount to cheating, but allow us gamers to be the judges of that. If you really must block us from saving in a few spots, at least minimize those. Let us play your game our way.

    Um, what? They're historic sure but it's also a technique for game pacing and part of a risk/reward or punishment mechanism. Whilst I don't particularly like that mechanism it has it's place and persistent memory isn't the sole reason for defined save points like is assumed here. Sounds like you have a bone to pick with the pacing of save points not save points entirely, and that's applicable to all platforms not PCs.

    1. Re:VIII bad assumptions by adamofgreyskull · · Score: 1

      Except people pay real money for these games. If I want to stop in the middle of a climactic battle to go pick my wife up from work or just have a breather, why the hell shouldn't I be able to quick-save and quit? I bought Dead Space on sale recently and if I want to stop playing, I have to go find a "save-point" to save my progress. Why? I don't give a shit about "pacing" then, I just want to save, quit and go to bed. And so what if I want to bind "quicksave" to my left mouse button? (I don't) I paid for the game and if I feel like quick-saving before every enemy encounter (I don't), that's my business, and I don't care if you think it's cheating. It's a single player game, if I want to "cheat", I'm only cheating myself.

      Games like Half Life 2 have auto-saves as well as the ability to save your game at any point. If someone wants to honour Valve's "vision" and are happy with their "pacing" then they are quite welcome to have the game auto-save for them. Others, however, prefer the ability to save whenever they feel like it. Not including the ability to save wherever the player feels like it would not change the experience for the former group, and negatively affect the experience of the latter group, so why, oh why, oh why not allow it?

  34. Cracked's seven commandments by tepples · · Score: 1

    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, 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.

    1. Re:Cracked's seven commandments by hairyfeet · · Score: 1

      Honestly? You can build your own for less than $300, or if that is too much I see early duals all day long on Craigslist for $100, sometimes less. A 19 inch flat panel is likewise around $25 from CL, and while split screen is nice I'd argue it is such a teeny tiny niche it probably isn't worth the investment.

      It is only recently that even the low end LCD TVs have PC inputs and on many PC games like FPS or RTS having your opponent see what you are doing just kinda ruins it. I mean how can I set up a nice LOL trap so I can pwn my buddy if he can see EXACTLY where I'm hiding?

      So if you want to play with friends and don't want them to have to drag their own towers it really ain't that high, especially if you go refurb or CL. By the time you figure in the extra controllers and the higher cost of games I'd say it probably all evens out in the wash, especially when if you watch the sales you can get good midrange cards for less than $30, sometimes even just $10 after MIR. Hell my GF paid a whole $60 for this HD4850 I'm gaming on and those were $200+ cards when they came out and can still crank up the purty.

      All told you can get a playable gaming PC for less than $200 for everything and when not in use can be your downloader box, renderbox, transcoder, hell you can always find a use for a spare PC IMHO. Oh and about letting us play with girls? Oh hell no! I'd say less than 2% (if you are lucky) of the females on this planet play games that are worth a shit, the rest? just like my GF and play games like Bejeweled and Farmville. See that is another advantage of having two PCs, as when my baby is over she can play her games....over there...so my sweet little quad isn't having to play such nasty shit!

      Oh and finally thanks for the link, I actually LOLed at the "here is a God damned crowbar" bit, but if you haven't gotten it I'd suggest a Chromium browser like Comodo dragon and Readability extension, as it makes those 'spread the article across a million pages" into a nice single page that is stretched to screen, its a God Send thats what it is!

      --
      ACs don't waste your time replying, your posts are never seen by me.
  35. To promote the Progress of Science and useful Arts by tepples · · Score: 1

    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".

  36. Small print when played on HDTV by tepples · · Score: 1

    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?

  37. Worst bit of the level scaling in Oblivion by Anonymous Coward · · Score: 0

    The worst bit of the level scaling in Oblivion are the guards.

    EVERY SINGLE ONE is at least 5 levels above you and captains are 15 levels higher.

    UNTIL you get to the "Recruitment" section when they're not levelled to you. Then, if you take the game slowly and build levels so you get some good loot to take with you, your aides are completely useless speed bumps.

    Yet if you go back into the city and start stealing again, they're levelled.

    Quest items should have been upped a lot if the intent was they were static items. You want them to last at least 6 levels of activity, and with the Daedra quest items, they ought to have been levelled from the start. At least there you could get a good "reason" for them: they're building off your own power because they're part of a sentient Daedric Prince.

    It's a pity that the Shivering Isles pack doesn't give you much for being a Daedric Prince yourself, mind...

  38. Sorely lacking... by Anonymous Coward · · Score: 0

    Where's the commandment "Thou shall not use DRM"?

  39. Replay value is a tricky thing to balance by tepples · · Score: 1

    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. 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 of new copies.

  40. Elite 4 is old by tepples · · Score: 1

    Indeed, you should be working on Elite IV instead.

    Elite 4 is old. Millions of Pokemon trainers battled them over a decade ago.

  41. Some minor tweaks by SanityInAnarchy · · Score: 1

    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 the GUI. Steam even seems to have its own windowing system and GUI library in order to be able to show you a chat window either outside in the OS or on top of a running game. But it does mean that they have to re-solve a lot of problems that GUIs have solved for decades. When I have a GUI up with a bunch of options, every input field in that form gets some sort of accelerator, or at least the tab key will move between them. Steam at least looks and feels kind of like normal windows, but I'm not sure they get that, and I know most games end up rolling their own UI directly on top of whatever 3D framework they're using, which is probably where we're getting the Huge Text of Doom.

    One thing that's actually kind of refreshing is the ability to set visual options in a separate window before the game engine actually starts, but that has its own caveats -- I shouldn't have to restart the game to tweak resolution. Especially on older video cards, and with games with a lot of options, it's going to take me a few tries to find the right balance of performance vs visuals. Make that loop as tight as possible.

    Anyway, moving on:

    Thou shalt not accelerate mouse input

    Can't really agree. Maybe don't make it the default, and maybe make it a checkbox somewhere. It's even possible that it's a useless feature. But remember, this is a PC game -- don't arbitrarily change the control from one behavior to another in a new version, make it an option.

    Thou shalt not mix thine bindings

    This one is also a bit mixed. Context-sensitive bindings can be a very good thing, though they do have all the problems mentioned here. What we want is some balance, perhaps a configurable balance, between the console idea of "press B to do anything" (Conker's Bad Fur Day had a lot of fun with this) and the old-school PC idea of "Bind a keystroke to everything." Duke Nukem 3D had an extensive keymap, including hotkeys for a number of inventory items like the jetpack. Old-school shooters in general would bind each weapon to a number. These are good things for more advanced players, and once you either master the everything-has-its-own-key keymap or figure out which items you care enough about to assign a key to, it's a good thing. Still, having a smaller set of controls I have to pick up to be adequate is very useful to get me playing until I reach that level -- so, for example, keys to navigate through my inventory and use an inventory item, or using the mousewheel to navigate through weapons, is much more critical than being able to press 'j' to instantly activate my jetpack, or 'h' to instantly activate my Holoduke, etc.

    Lugaru has a ton of context-sensitivity, and there's no way it'd be playable if it wasn't context-sensitive. It's even part of the skill of learning to play this game well -- for example, to successfully perform a silent takedown, I need to somehow end up behind an enemy who hasn't noticed me yet, and press attack without pressing forward. Easy enough if I sneak up on them, much harder if I'm jumping from across the map and landing right behind them -- but immensely satisfying to be able to one-hit a wolf. The downside is that I often find myself blocking an attack (and being counter-blocked and then gang-beaten by all

    --
    Don't thank God, thank a doctor!
    1. Re:Some minor tweaks by Jesus_666 · · Score: 1
      I agree with most of your post and wanted to comment on this:

      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 the GUI.[...]

      This is one of the reasons why I really liked the first Unreal Tournament. Apart from having a nice modding system it used a very converntional WIMP interface as its main menu. That allowed it to expose a stupid amount of information to the user without becoming impossible to navigate. (In fact, you could have mods with dozens of options that were still comfortable to manage.) You could open various windows side-by-side if you wanted.

      Yes, it was rather ugly as far as game main menus go. But it worked really well. To this day I regard the UT main screen as one of the best game GUIs ever, mainly because it took an already successful approach (WIMP) and made good use of it. (Plus, how many FPSes do you know that capitalize on Fitts's law?)

      --
      USE HOT GRITS WITH STATUE OF NATALIE PORTMAN (NAKED AND PETRIFIED)
  42. A finger up the ass is less intrusive by Anonymous Coward · · Score: 0

    A finger up the ass is less intrusive than a dick, but I still don't think anyone should be thanking people for putting their finger up the ass of the purchaser of the game just because the dick option wasn't used.

  43. Couldn't get online to enable offline mode by tepples · · Score: 1

    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.

    1. Re:Couldn't get online to enable offline mode by LazyBoot · · Score: 1

      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.

      Well, my steam will pop up with This if I try to start it up without internet.

    2. Re:Couldn't get online to enable offline mode by Shrike82 · · Score: 1

      I encountered this, and while I admit it's a bit of a ballache and Valve really shoudl fix it, apparently it's only a handful of people/systems that experience it. I can work around it by turning off my wireless adapter (easily done on my laptop thankfully), implying that Steam is seeing a connection/adapter and struggling to comprehend that that doesn't necessarily mean that it can reach the Interwebs.

      --
      You can advertise in this sig from as little as £99.99 a month!
  44. #7: Thou shalt let us play with real-life friends by tepples · · Score: 1

    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 still haven't been replaced with a PC-compatible HDTV. Or the TV is in another room. Or people just don't want to shut down, unplug, plug, restart whenever switching between games and typical "desktop" uses of a computer. Or the real-life friends have since moved hundreds of miles/km away. And a lot of genres common to PCs (largely FPS and RTS) rely on hiding the location of your units from your opponents, which doesn't work so well if the other players can just screen-peek.

  45. 2 Missing Options... by DarthVain · · Score: 1

    XI) Thou shalt not cripple games with DRM
    XII) Thou shalt allow for co-op mode in multiplayer

  46. Testing budgets for indie games by tepples · · Score: 1

    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?

    1. Re:Testing budgets for indie games by ledow · · Score: 1

      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. Testing doesn't mean big perfect test rigs (in fact, the opposite). If you try it on 20 people's machines (not at all difficult to arrange just among family and friends), that's 20 more configurations tested than before. And much more "real world" than buying a brand new, latest-service-pack, perfectly-matched-component setup from a big computer store.

    2. Re:Testing budgets for indie games by Kharny · · Score: 1

      have friends/alpha testers?

      --
      Make a man a fire and he will be warm for a day, set a man on fire and he will be warm for the rest of his life
    3. Re:Testing budgets for indie games by Anonymous Coward · · Score: 0

      Anon because I've been moderating. This is a problem for the academic software I work on as well. Basically, the reality is "we guarantee it will compile on any machine owned by a developer". Everybody else has to take their chances on whether it will compile or not. We don't charge academics for it (and we support industry when they have problems) so we don't feel too bad about the spotty incompatibilities.

  47. Consolized PC-exclusive game by tepples · · Score: 1

    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?

    1. Re:Consolized PC-exclusive game by mcvos · · Score: 1

      Could be that's what's going on with The Witcher 2. It's made by CDProjekt RED, a pretty small and new developer. The Witcher was their first game, and although at some point there was talk about a console version, but although the PC version sold quite well, the console version never came. The Witcher 2 is their second game, was considered the most anticipated RPG of 2011 and is selling like wildfire. Shortly after release, the announcement for the console version came.

      I don't know whether it was MS/Nintendo/Sony that shot down the console version of the first game, or that CDPR decided it was too much work to rewrite the game for console, and decided to just design their second game for console from the ground up. Whatever it was, it clearly worked out for them.

      I've got mixed feelings about it, though. I wish them all the success they deserve, but on the other hand, I prefer a game that takes full advantage of the PC and mouse+keyboard. I'd rather see a Mac and Linux port than a console port.

    2. Re:Consolized PC-exclusive game by tepples · · Score: 1

      I prefer a game that takes full advantage of the PC and mouse+keyboard.

      I agree for single player. But for multiplayer, it becomes crowded when four players' mice keyboards are plugged into a PC, and the "Raw Input API" for reading multiple mice and keyboards is a bit more obscure than the traditional DirectInput API for reading four joystick.

      I'd rather see a Mac and Linux port than a console port.

      I agree here too in principle. But due to the state of graphics on Linux, that might not be easy. Case in point: Fedora recommends Intel, which is definitely not a gaming brand according to the chart at Tom's. And how easily can a single binary package be used across multiple distributions, both RPM-based and Debian-based?

    3. Re:Consolized PC-exclusive game by mcvos · · Score: 1

      I agree for single player. But for multiplayer, it becomes crowded when four players' mice keyboards are plugged into a PC, and the "Raw Input API" for reading multiple mice and keyboards is a bit more obscure than the traditional DirectInput API for reading four joystick.

      What are you talking about? Get your own PC, man!

      For party games, consoles are obviously better. Sitting 4 people at a single desk is also not terribly comfortable. Couches are more suitable for that. But then you're talking about a totally different kind of game experience, not terribly suited to hardcore RPGs like The Witcher.

      I'd rather see a Mac and Linux port than a console port.

      I agree here too in principle. But due to the state of graphics on Linux, that might not be easy. Case in point: Fedora recommends Intel

      Only for ideological reasons, according to that link. No need for a gamer to care about that.

      And how easily can a single binary package be used across multiple distributions, both RPM-based and Debian-based?

      Who cares? Just install the game. There are a lot of games, big titles even (just not my favourites, unfortunately), available for PC, Mac and Linux. Seems to work fine.

    4. Re:Consolized PC-exclusive game by tepples · · Score: 1

      What are you talking about? Get your own PC, man!

      Some gamers in my family are under 18 and thus can't work to earn the money to buy a gaming PC. So instead, they share the family PC.

      For party games, consoles are obviously better.

      And for indie games, PCs are obviously better. Where does this leave indie party games? Ideally, there would be a platform combining the couch from consoles and the openness from PCs, called a "home theater PC". However, CronoCloud and other Slashdot regulars have informed me that there aren't enough home theater PCs in existence to make a market. Any PC can be made into a home theater PC by connecting it to an HDTV's VGA or HDMI input, but few are.

  48. Well, still... by Moraelin · · Score: 1

    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.

    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 for all 3 games, in spite of the existence of an unbelievable abundance of mods.

    And about waiting for it to get to the bargain bin... look at The Sims. Not only the games didn't drop in price much over time, but even relatively minor expansion packs started at nearly full game price and only dropped in price very very slowly. Some would still cost more than half the price of a new game, some 2-3 years after release.

    Fallout 3 also didn't drop in price all that fast. I mean, sure, it did, but slower than other games which only offered 10 hours of gameplay and then that was it.

    Plus, there's plain old the factor that people talk to each other. Someone might buy your first game, because they heard good things about it. Even if then they skipped your next one, you still got the same money out of them, and got it a year or two earlier. It must be worth something.

    Plus, there's the factor that no publisher is a complete monotony. The competition isn't just between your current game and your next game. It's also between your next game and the next game of the other publishers. The reputation of being extremely modder friendly made a lot of us pretty much guaranteed to buy any game Bethesda puts out, even if it means giving something else a skip.

    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. 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 of new copies.

    The "moral guardians" sure seem to be running out of steam. Fallout 3 and NV have a bonanza of naked mods, bouncy boobs mods (no, literally), 'pornstar body' mods (makes the melons literally watermelon sized), lingerie mods, animated prostitution mods (yes, literally), mods that allow one to shot children, lolicon mods and screenshots, etc. It sure doesn't seem to have caused much of a fuss.

    Mind you, there is the mandatory thread once a month from someone making some "OMG, why do you guys make naked women instead of modding the item *I* want", but that's about it.

    --
    A polar bear is a cartesian bear after a coordinate transform.
  49. Pac-Man was first to have cut scenes by tepples · · Score: 1

    I replied 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 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.

  50. 299792 km/s: it's the law by tepples · · Score: 1

    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 plain unrealistic in a universe like ours.

  51. Bad Grammar! NOT THINE! Do Not Want! by billstewart · · Score: 0

    Oh hai ! Learn some English before publishing lists like this - "thou, thee, thy, thine" are the informal second person equivalents of the formal second person "you, you, your, yours" pronouns. (It's like "Du" vs. "Sie" in German or "Tu" vs. "Vous" in French.) So you wouldn't say "thine player's mouse" - the correct version is "thy player's mouse".

    --

    Bill Stewart
    New Fast-Compression-only CPR http://preview.tinyurl.com/dy575ks
  52. Friends and family test once every two weeks by tepples · · Score: 1

    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.

    1. Re:Friends and family test once every two weeks by Stevecrox · · Score: 1

      I was a beta tester for a MMORPG (Uru Live) they limited the testers to specific geographical areas and made sure each volunteer signed a Non Disclosure Agreement (NDA) before letting us have a copy of the game. If anything was leaked they made it clear that they would be pursuing that person through the courts, I can speak of this because the NDA had a 2 year lifetime.

      They did have the advantage of being able to distribute updates through a central several and everyone had to log in allowing them to make sure no one got in who wasn't supposed to. They also had leaks, all of those were by accident the beta tester forums were next to the game forums and some of the testers got confused. In the end several of the testers organised themselves to police the incidents.

    2. Re:Friends and family test once every two weeks by adamofgreyskull · · Score: 1

      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.

      I mean this in the nicest possible way, but you should work on that bug first and then they'll want to test it. Unless you're using permadeath, and have a long character creation process, if they're dying once and quitting, then they are either very very infrequent gamers or the game isn't fun enough. Since you're making a game, being fun is a requirement, not being fun is a bug. A game has to be really awful or really frustrating in order to stop a "gamer" restarting the first level to try again. Hell, I've played VVVVVV for a cumulative 17 hours and died thousands of times.

  53. Screw the weapon wheel. by Anonymous Coward · · Score: 0

    On the pc, sure, a weapon wheel system can work, alternatively the old 1-9 keybindings did ok.

    On the Xbox controller, however, there's an arguably better system.

    I've been playing Mafia II, which despite lots of realism respect, decided to have no 2-weapon cap, and the way they implemented it worked well--The D-pad controller that sits below the left stick is now bound to weapon select.

    The bottom cycles through mid range weapons (shotguns, etc.) the left cycles through barehands and thrown weapons (molotov cocktails, grenades) the top cycles through rifles and SMGs, and the right cycles through pistols.

    This allows you to select a weapon in the genre you want quickly if you're in a tight spot, then if you have time (say you're in cover) to cycle to the exact weapon you had in mind, but it keeps you from cycling through all your close range options while taking fire from a sniper 100 yards away before you get to a rifle that will actually get the job done.

  54. Another #11 by DogDude · · Score: 1

    Thou shalt make the game work only with video cards made within the past year that cost more than the game, itself.

    --
    I don't respond to AC's.
    1. Re:Another #11 by Anonymous Coward · · Score: 0

      I hope you meant to put a "not" in there.

  55. Spot on by blackholepcs · · Score: 1

    I pretty much agree 100% with TFA. Especially about the use of a mouse and having easier configuration of a game.

    I recently reinstalled Mass Effect 1 and Mass Effect 2, as I wanted to do two full playthroughs of each, one as a good guy and one as a dick. I have all the DLC for both games, and am currently enjoying the bad guy playthrough on ME2.

    After reading this article, I realized I had been thinking many of the same things it points out. Especially because of ME2.

    For example, in ME2 there are areas where you cannot save. These are usually missions, and it can be frustrating if you suddenly realize you have to leave for work or some other engagement, but your less than halfway through getting Jack from Purgatory station. You either have to lose your progress or be late for work.

    The worst offense of ME2 (in my opinion) is how ridiculously difficult it is to customize your graphical and quality experience with the game. With ME1, you had several .ini files that you could scan through and change this or that to suit your needs. Easy tutorials and guides exist to let you know what all the settings do and their effects on the game. With ME2, they have all these .ini files boxed into one file called coalesced.ini, and it's not standard text style. There is an editor you can download called coalescededitor, and it does a good job of seperating everything out so you can make sense of it, and even includes a section of jump lists to get you to the most common settings to change. Such as disabling mouse acceleration. But, why should the community have to be the ones to implement a user friendly way to make the game experience better and more well suited to your system? Would it really have been so difficult for the company who HAS the code and the devs to have just put an extra menu in the config program that allows you to make these changes in a simple and efficient manner?

    This leads into what is probably my biggest gripe about modern games (modern, to me, being roughly 2006-ish and up), and that is texture quality. This is a simplification of the issue, however, but still valid and indicitive of inherent issues with dumbed-down configurability. Lets take Mass Effect 2 for example, since it's still fresh on my mind. This is a beautiful game. Great color variety, awesome level designs, cool architecture through out, and some of the best looking character models of any game ever made. The animations (mostly suit-capture), the decent AI, and the storyline are just awesome. But, this game suffers from a very VERY common problem that virtually every game exhibits - garbage textures.

    Now, don't get me wrong. The majority of the textures in ME2 are very good or even surprisingly realstic and superb. Take Zaeed for instance. His head and face texture is probably the best looking character texture I've ever seen in a game, even better than Crysis or Crysis 2 characters. Every time I see his face in the game, I seriously think "Man, that is friggin awesome work they did there."

    But then I see Jack's body texture (normal costume, not alternate) and think, "Why the hell does her tattoo texture look so damn muddy and blurry? Why wouldn't they try to make a damned TATTOO'D body texture look super detailed and crisp?" And I look a the floor beneath my character. Muddled and blurry. I walk up to a wall. Muddled and blurry. I watch a cut scene with a close up of a mech. Muddled and blurry.

    I understand the technical side of this issue. Higher rez textures use more memory and take longer to render and all that jazz. Blah blah cry me a river. This isn't 1998, and I don't have an 8Mb 3dFX card. I have a relatively cutting edge 560Ti 1Gb card. It can handle textures above 512 resolution. So stop hardcoding texture limits, and instead allow us gamers to use 4096 or 8192 textures if we wish. If your still using a Geforce 5600, well, time to upgrade anyway.

    I also realize that using texture sizes of 8192 won't always fix a muddy looking wa

    --
    Halitosis - (n.) Halle Berry's Camel Toe.
  56. More addendums... by tempest69 · · Score: 1

    12. Invisible walls should only be reachable by cheating. 13. The keyboard interface is not a second class citizen, some people aren't keyboard fans, but a half working keyboard system hurts. (supreme commander series). 14. Support switching audio on the fly.. Sometimes the roommate/neighbors/ guests arrive sooner than expected, and the headphones need to be put on/taken off.. no reason to make this a PITA. 15. Handle the windows key.. Hitting it mid game is a game-ender. 16. Make sound adjust easy.. I hate having game music overpowering the skype/vent/teamspeak/steam/xfire/etc audio connection to your friends. 17. Abuse the hardware, When a game lags, but the processor isn't pegged, it's a problem. 18. Allow for mid game entry when appropriate (I'm thinking Magicka). 19. Have a plan for using multiple monitors.

  57. Looking at you game devs by Anonymous Coward · · Score: 0

    Thou shalt allow me to configure hotkeys for every action in the game.

    So, I've been through Company of Heroe's useless menu. Then, after what seems like way too much searching, I've been to the website to download a custom hotkey configuration tool. Ok, sweet, I'll finally be able to make the control interface usable now. So I go to look for the 4 most important functions for any RTS, and they're fucking missing. Can you guess what those are?

    Move camera up
    Move camera down
    Move camera left
    Move camera right

    Oh great, thanks Relic, or THQ, or, I don't know, whoever the fuck you are. So now I have 2 choices. I can jerk my mouse all over the table like a retard, to scroll by moving the pointer to the edge of the screen. Or, I can put my left hand on the 4 arrow keys for moving the camera. Well, at least that works. But you know what would be nice? If I had some nearby key that was programmed to zoom to last notification. Some easily accessible key. A key that I could hit reliably without ever having to look. Oh, I know! I'll just map my camera keys to ESDF, and then there will be plenty of other keys around that which I already know how to use by touch! .... Oh, wait, that's right. You fucked me on that one, didn't you?

    Thou shalt allow me to change the game speed while the game is in progress.

    Dear RTS devs, if I'm doing a comp stomp, you don't really have to worry about me cheating the comp. Let me change the game speed whenever I feel like it.

    Thou shalt not assume that I want my scroll wheel to change weapons.

    Dear FPS devs, my mouse, like many others, has a very easy-to-slide scroll wheel. On top of that, I like to keep a finger on the scroll wheel to be able to do a middle click for whatever action I desire. At a minimum, I'd like the wheel to be set to do nothing at all. I certainly don't want it to be changing weapons for me. Believe me, if I wanted to switch weapons, I'd just press the hotkey for that weapon.

    Thou shalt not force me to allocate hotkeys for bullshit actions.

    Dear RTS and FPS devs, I don't need a particular hotkey to tell my peasant to build that one particular building from the 3rd age that gives you access to certain upgrades. I only have to build one of those each skirmish, so I don't need a hotkey for that. I can use my mouse that one time to select the damn thing from a menu, jesus tapdancing christ. Nor do I need a particular hotkey for that one piece of shit gun that you thought was so cool but that I never use. Nor do need to allocate a hotkey to every little thing, like team-voice, for example, when I don't even use the in-game voice. And please don't mix this up with the first piece of advice above. ALLOWING mapping of all actions is not the same as REQUIRING mapping of all actions.

    Thou shalt not allocate hotkeys behind my back after I exit the hotkey UI.

    Hey RTS devs, I know you're just trying to avoid me leaving some important action unmapped, and so you set it automatically for me after I close the hotkey menu, even after I specifically turned it off. That's understandable. Well, not really, because I have more than 2 brain cells. But let's suppose, in some alternate universe, that I really need your dumb ass to clean up after me. Then you need to be explicit about that before I leave the hotkey UI, and I will take care of it. If you, in your infinite fucking wisdom, reallocate the hotkeys behind my back, then I usually get surprised when I tell one of my peasants to garrison in the town center, and instead he goes off trying to build a fucking barracks.

    On second thought, even that's not good enough. Every time that we go through this little problem of you thinking you're smarter than me, and thus forcing me to allocate the million and fucking one bullshit hotkey actions that you've created, all I do is just go in and allocate all the bullshit actions to some bullshit key, like backslash or something. You know what would save us both a lot of time? If you, instead of trying to play l

  58. Child labor; genres other than FPS or RTS by tepples · · Score: 1

    Honestly? You can build your own for less than $300

    Which is hard for kids under 18 who can't work a normal summer job due to child labor laws and don't live near enough lawns to mow to earn $300 in a summer. I remember my cousin trying to mow lawns over the summer but finding that the neighbors already had someone else mowing their lawns.

    and on many PC games like FPS or RTS having your opponent see what you are doing just kinda ruins it.

    And on many games like fighting or Bomberman having your opponent see what you are doing doesn't ruin it.

    So if you want to play with friends and don't want them to have to drag their own towers it really ain't that high

    One copy of a console game allowing four players costs $60. How much do four copies of a PC game cost?

    All told you can get a playable gaming PC for less than $200

    HD console: $300. PCs for players 2-4: $600. Ideally, I'd build two gaming PCs: one for the desk and one for the LCD HDTV, but too many of the games that would work on a TV never get ported to the PC.

    1. Re:Child labor; genres other than FPS or RTS by Anonymous Coward · · Score: 0

      I don't give a shit how many people can play at once. I only care if _I_ can play.

      Fuck kids, fuck poor people and sharing my screen with other people.

    2. Re:Child labor; genres other than FPS or RTS by hairyfeet · · Score: 1

      Uhhh...did you miss the buy it on CL for $100 option? I see all day early dual cores with 2Gb of RAM and a 15-19 inch fp going for right at $100. Watch the sales and refurbs you can get a PCIe GPU for dirt cheap (newegg has an Nvidia 8400 for $3 after $15 MIR) or if you want your buds to have more power I have seen plenty of refurb HD4830s for less than $40 with no MIR.

      So you are talking about $120 or so and the gas to go pick it up. that gives you an Internet and basic gaming machine, the screen to play it on, and a GPU upgrade. If you consider anyone gaming will most likely already have a PC you could have a 4 player LAN of your own for less than the cost of a PS3 and controllers, and these will play every game from the mid 80s on up to most games short of Crysis. Seriously if they can't afford $120 then gaming is too expensive a hobby for them anyway. How much cheaper can you get?

      --
      ACs don't waste your time replying, your posts are never seen by me.
  59. A-damn-men by Radical+Moderate · · Score: 1

    "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."

    If I had a nickel for every time I had to listen to "...and your demon taint stains it!"

    --
    Never let a lack of data get in the way of a good rant.
  60. Always private server option? by Anonymous Coward · · Score: 0

    Private servers make sense for some games, but not others. We had a first person shooter server at one of my employers, and most the office joined in over lunch. Great fun. But big MMORPG's like Runescape would not work well on a private server.

  61. My 2 Rules by apharmdq · · Score: 1

    I have 2 rules for any PC game I buy:

    1. No DRM. No exceptions, not even Steam. I don't care how much I'm drooling over an upcoming game. If it has DRM, I'm not touching it.
    2. No console ports. Said game must be developed for PC first. I don't care how well it was ported over from console, I'm not interested.

    These rules are actually pretty easy to abide by, as nowadays I just don't have as much time for gaming as I used to. Plus there are a plethora of indie games, not to mention the whole catalog from GOG, that I can turn to if I want something to play.

    How serious am I about all this? Deus Ex was my all-time favorite game. I'm not even considering DX3, because it fails to meet my criteria.

  62. I. The camera is not a physical object. by Bitmanhome · · Score: 1

    One of my top complaints is how the camera is treated as a physical object in third-person games, and is constantly getting pushed around by objects and walls near the character. Frequently I find my character can see into areas that *I* cannot.

    Cameras must be allowed to pass through *everything*, and every polygon between the camera and the character should highly transparent, if not invisible.

    --
    Not that this wasn't entirely predictable.
  63. Re:"Thine game"? Blech! by Swampash · · Score: 1

    Beaten to the pedantic punch.

  64. Fans of the wrong genre by tepples · · Score: 1

    Let's give one example of my difficulty: It's hard to get a family of Call of Duty fans interested in a vertical shmup.

  65. Weapons obtained while cheating, used later by tepples · · Score: 1

    No achievement for level 3 (not beaten fairly), achivements for levels 4, 5 and 6 (beaten fairly).

    Weapons obtained while cheating in level 3 would be used in levels 4, 5, and 6.

  66. Re:To promote the Progress of Science and useful A by Anonymous Coward · · Score: 0

    How doesn't that make it obvious to you, that that means, the purpose has to become the actual rule?

  67. Re:To promote the Progress of Science and useful A by tepples · · Score: 1

    How doesn't that make it obvious to you, that that means, the purpose has to become the actual rule?

    What isn't obvious is to what you intended "that" in "that means" to refer. The Supreme Court has shown that it isn't willing to make the purpose become the actual rule.

  68. Send them all back home to run and get their PCs by tepples · · Score: 1

    If you consider anyone gaming will most likely already have a PC

    I mentioned "laptops that don't take GPU upgrades" earlier. And even if they "most likely already have a [desktop] PC" of their own, that doesn't necessarily mean they can cart it around whenever they visit real-life friends in case they happen to end up wanting to play a video game. Say I already have friends at my house, and we decide we want to have a LAN party. Should I send them all back home to run and get their PCs?

  69. Re:Send them all back home to run and get their PC by Anonymous Coward · · Score: 0

    Well, yeah.

  70. X. Honor thine modders and mod communities by Anonymous Coward · · Score: 0

    X. Honor thine modders and mod communities

    I'm looking at you Peter Mollyneux! Tool you for destroying The Movies!