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What all modern video games need (but don't have)

The OP's suggestions would be welcome additions to any game, and if I were a game developer, I would try to implement such features. BUT, these are certainly not critical "must have" elements to a game. And if I were a dev with a budget/time crunch, adding these options would be lower on my priority list.

If you take a long hiatus from a game, it's not the developer's fault that you can't remember what the heck is going on. As other's have mentioned, manuals and youtube should be plenty for you to get back on track.
 
I somewhat agree.

Instant access to the game tutorials (whether it's a level or a bunch of text) and cutscene gallery from the pause menu should solve two of those problems. As for the third, "what's my next objective, where am I supposed to go", a bunch of still photos and a summary during the save loading screen may help. I remember a game that did that, can't remember which, though.
 
Agreed with OP. The most annoying thing for me is coming back to a game and wondering what all this stuff in my inventory is and what I was planning to do with all of them. Especially after doing lots of grinding then taking a long break. I don't really know what developers can do about it, though.
 
Jinfash said:
I somewhat agree.

Instant access to the game tutorials (whether it's a level or a bunch of text) and cutscene gallery from the pause menu should solve two of those problems. As for the third, "what's my next objective, where am I supposed to go", a bunch of still photos and a summary during the save loading screen may help. I remember a game that did that, can't remember which, though.

Final Fantasy 13 had the summary during load screens, hell they even had the entire games summary in the pause menu.
 
I think one problem is that it's the norm to make story-driven games, so everyone does it, but nobody knows how. It's difficult to make a good story-driven game.

And I think the other problem is that they're complicated, and not in a good way... complicated in a convoluted way. Such that it requires a page of 40 commands and their button mappings that they show you once on a loading screen.
 
Challenge preferably in the form of adjustable difficulty levels, challenging but not cheap AI etc. E.g. Bayonetta, Demon Souls

Replayability in the form of New Game+, RPG-like mechanics that give different experiences based on skill choices etc. E.g. Demon Souls, Borderlands

Addictive mechanics that give short, preferably score based gameplay. E.g. Lumines, Batman AA's challenge rooms, Super stardust HD, Dead Nation
 
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