Configuration / functions all PC FPS games should have

Man of Honour
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Probably not the best thread title but essentially what I am looking to do is put forward my view on how PC FPS games should be configured on a functional level, but in particular focussing on areas that should be fairly easy to achieve. It would be easy to say stuff like 'all PC games should be fully optimised', 'all PC games should have full control over all graphics options' but they are very ambiguous statements that may actually be quite difficult to implement and vary from game to game. So the purpose of this is to list out what are really quite mundane features I would like to see all PC FPS games have; essentially these options are the inverse of some pet hates I have come across over the years with many games:
  • All actions rebindable to any key, including the ability to split context-sensitive actions that may have a shared button on console (it's really annoying having games where things like Melee attack or take cover is paired with something else so you stand there swinging your rifle butt at thin air while an enemy stands there trying not to laugh whilst emptying an entire clip into your lumbering corpse)
  • On a related note, tutorial/hints/QTE etc should display the key the function is bound to, not the default key (or even worse in the case of some games, an XBOX button :/)
  • Skills / inventory items etc individually mappable rather than using a wheel select or whatever
  • Adjustable FOV
  • Ability to pick any resolution and refresh rate supported by the display driver (to be fair, most games are pretty good with this now)
  • Mouse sensitivity adjustable within an infinite range (I've played games that don't let you set it low enough if using high DPI)
  • Skippable / pausable cutscenes (it's annoying in story-rich games when the phone rings during a crucial one!)
  • Uncappable framerate
  • Ideally manual saving with a multiple rolling quicksave (i.e. Quicksave doesn't always overwrite the last save but instead cycles through say 3 save points) but at the very least for the love of god no checkpoints immediately prior to a cutscene
  • Ideally some sort of repeatable benchmark/timedemo function to help with optimising settlings for performance on a variety of hardware
  • Ideally a customisable HUD (scaling at the very least to accommodate different resolutions)
The above should be applicable to SP games, there are probably some other options more appropriate for MP games, particularly in terms of network feedback etc.
 
Good idea for a thread. As mentioned, an adjustable FOV - but one that also accounts for the guns/weapons you're holding, not just the scenery. I guess this doesn't seem to happen all that often (or at least I can't think of that many titles off hand anyway), and there's usually a workaround such as a second console command, but it would be nice if everything required to be altered could be done so with one instruction.

Weapon bob would be another for me.

+1 for no fps restriction & manual saves.
 
also things like huds being in 3D depth would be another. But seeing as Nvidia have gimped stereo 3D thats a bit moot right now

I know not quite OT but anyway, all games should be like this
 
Ability to re-order weapon selection to whatever I choose.
It always bugs me when I can't go from a handgun to Rocket Launcher instantly because I have to scroll through the entire selection tree, especially past weapons I have no ammo for.
 
User customisable UI size and colour. Size is helpful if you want to plug your PC into the TV and are suddenly playing six foot away from the screen, and colour for people with colourblindness.

Also the ability to bypass QTEs or have alternatives that will help people who do not have the dexterity or ability to rapidly bash the keyboard, or who might not be even using a keyboard.
 
All PC games should have mouse input that does NOT scale with framerate or is in any way framerate based (instead use delta timing or similar) and the user should have full control over any level of mouse acceleration, filtering and X/Y sensitivity multipliers - one of the worst things is a game where a physical circular mouse movement comes out as an oval in game i.e. GTA V. Also a decent ADS scaling implementation where appropriate is a good idea.

I'm also another one that HATES QTEs with a passion.

Unlocked framerates goes without saying.

Generally though it is just about having some common sense options - even if they are only exposed via console variables rather than all in the menu UI.

headbob! often makes me feel sick

Never understood why developers put (full) head (bob) simulations into games - we cancel it out IRL so it makes zero sense to simulate it in a fashion that we can't (practically) cancel out - some people however find the gliding on ice feel you get without some tactile movement feedback just as bad as full on head bob so it makes sense to have some movement bob that can be fully customised including the ability to full turn it off.
 
All very fine suggestions so far...but no invert mouse option mentioned yet? Deary me! I can't be the only one who still swears by it surely? :)
 
All very fine suggestions so far...but no invert mouse option mentioned yet? Deary me! I can't be the only one who still swears by it surely? :)
I've thought about mentioning it but lately aside from some tech demos most developers have been good about including options for inverted mouse.
 
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