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What gaming QoL features do you appreciate?

The chained-party mechanic in Divinity Original Sin was genius. Just drag and drop to separate or rejoin the party.
 
Quick launch from dashboard, no long intros and resume right back into the game, instant reloads from checkpoint saves. Sounds bad but I just can't be bothered with games after one play through that aren't like this. Quick menu sections that don't need a confirm button to change. If the game is split into missions/levels, I want a choice screen and what difficulty I've completed it on and other stats.
 
all sorts of things

probably the most recent thing for me was when I played the first two zero escape games recently,now I wish every VN had a flowchart
 
I have criticised Horizon for basically copying features wholesale from other open world games and not doing anything new with them but I really, really, really, appreciate them breaking down quests into main quests, side quests and errands, along with showing the rewards for completing each of them, so you know ahead of time which missions aren't worth going halfway across the map for.
 
One thing we need more of is , Pausing cutscenes!

I hate missing key story elements if my son walks in the room, the phone rings, the doorbell, etc.
 
Another +1 for lots and lots of UI customization. Horizon is great for that.

I remember in Witcher 3 I couldn't turn off the "gaming for dumbies" part of the Hud that told you what the buttons did at all times without also turning off a bunch of other stuff I used. They had options but it wasnt as in dept as I wanted.



Also subtitles that you can actually read.

So many games have super tiny subtitles that are unreadable for me. Metal Gear Solid alawys had great readable subs
 
My favorite one that still hasn't seen widespread adoption in turn-based RPGs is Earthbound automatically beating weak enemies, so you don't have to waste time entering the battle screen.

Ooo, good one! This mechanic should be standard in RPGs. When I recently replayed it, I loved that Blue Dragon implemented it as well (in the form of a toggled field ability).

Not only did Earthbound save you the time of ghosting low level baddies, it also made you feel like a badass strutting through town and having enemies falling over themselves to gtfo.
 
BOTW's save anywhere system. Playing HZD right afterwards, it's the first thing I really wished the latter had. Using campfires seems so... 16-bit era.
 
Persona 5 made me think that I can't play anymore rpgs without the feature of changing member during combat because it was locked behind an S-link... such basic feature...
 
It bugs me when you have to press a button to pick up ammo if you have unlimited inventory space. If I'm running over ammo, trust me, I want it. When games implement that little change, it's a nice QoL upgrade for me.
 
I loved the Gambits in Final Fantasy XII and pre-programming your party so you could play entire battles without touching a button. It really felt like the future of JRPGs. I'm sad that no other games have really run with the concept since then.
 
One of my favorites from Bravely Default was being able to change the encounter rate. Between that and being able to fast forward through battles, it made grinding a lot easier and more fun, and is one reason I enjoyed the game so much. I really wish other JRPGs would do this.
 
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