What are some things that just get under your skin about games?

For me, it’s games that do not allow controller rebinding. I have neuropathy and my fingers don’t all work. If I can’t rebind buttons so that I have necessary moves (for example: parry) be on buttons I can reliably press the entire game becomes unplayable.

And on console, where I can’t refund a game after I downloaded it (fuck you Sony) then it really screws me over wasting what limited funds I have on games I just can’t play.

  • gcheliotis@lemmy.world
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    5 months ago

    Quests that demand that the player finds X of an unimportant item in a world which has exactly X instances of said item. Thankfully most games nowadays will offer up more of said item than needed to complete the quest, so that one doesn’t end up scouring the map over and over again, in search of that elusive last bottle/scroll/pigeon, because nobody got time for that. And not even talking about optional collectathon quests for those who want that sort of thing, some games would have this sort of quest in the main storyline.

    • MimicJar@lemmy.world
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      5 months ago

      To add, give me some way of tracking these collectables.

      If I’ve collected all of the trinkets in a given area, mark that area in some way. If there are 100 trinkets, number them and give me a list. Give me a map, hints, thing that beeps, something.

      I don’t need any of the above to be unlocked from the start. You can add it in the post game or after I’ve collected some percentage of them or make it a side quest.

      It’s annoying going online and someone has posted “I found 99 of 100 things, where else to look?” and basically no one can help them. It’s annoying being that person, to be so close and yet so far.

  • shadshack@sh.itjust.works
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    5 months ago

    Invisible walls. And I’m not saying the ones that are like way up out of the way that you have to nearly use glitches to get to. I’m talking the “walking down a city street and then you’re stopped in the middle of the road for no reason” kind. Like, you put area there that I can see, I want to go there. If you don’t want me to go there at least put something there to indicate it’s the edge of the map.

  • Björn@swg-empire.de
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    5 months ago

    OP, you would love the Steam Deck, or in a few months the Steam Machine. Or any other PC with Steam for that matter. With Steam Input you can rebind the controls of even the most stubborn game.

    • Doc_Crankenstein@slrpnk.netOP
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      5 months ago

      Unfortunately, I have a PC but can’t use it cause of circumstances which don’t allow me space to set it up.

      I do prefer PC over console for this very reason. PC is just better with customization and accessibility thanks to the option for modding and stuff.

      • CriticalMiss@lemmy.world
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        5 months ago

        Well, a Steam Machine might be perfect for your usecase then, it’s small so you can replace your console and enjoy it, as well as Steam Input.

        • Doc_Crankenstein@slrpnk.netOP
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          5 months ago

          Money. Disabled unemployed. Very limited funds that are pretty much keeping me fed and the occasional $5-$10 game on sale if I treat myself.

          Steam Machines are just gonna be priced like a regular computer and still needs a setup. If I’m playing PC I’m using my mouse and keyboard. I much prefer it over a controller with my fingers how they are.

    • Doc_Crankenstein@slrpnk.netOP
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      5 months ago

      Then coming across a knee high wall or something you can easily just walk over blocking progression but, nope, can’t jump and the game isn’t treating it like stairs.

      It’s such a small thing but can completely take the wind out of your sails when playing.

  • Nima@leminal.space
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    5 months ago

    spongy bosses don’t always mean they’re challenging. I can’t count how many times I’ve fought a boss who isn’t hard or interesting but just wastes time cause they have a ton of health.

    mechanics matter.

    • Doc_Crankenstein@slrpnk.netOP
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      5 months ago

      I love my older retro games, like I’m a huge Metroid fan, but jebus to Betsy, they fall for this trapping all too often.

      I don’t fault them, those were the Wild West of gaming when devs were still figuring things out, but damn does it make going back to older games a bit rough.

  • Noxy@pawb.social
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    5 months ago

    Photo modes that limit camera movement to within a tiny radius of the player character. FF7 Remake/Rebirth, and FF16, are glaring examples of this.

    Or photo modes that fade out NPCs or objects when the camera gets close enough for good screenshots of them.

    Just give me a boundless flying camera option and let me live with the unfinished bits if I so choose.

    • Doc_Crankenstein@slrpnk.netOP
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      5 months ago

      Oooh these are good pet peeves. Photo modes can be hit or miss.

      I love the ones in the Spoderman games. Got some amazing screenshots from all 3

    • No quit button or hiding it in the settings menus

    • No ability to rebind controls

    • Endless, unskippable intro videos

    • Taking control away to have a cutscene that is all dialogue and no action that could have just as easily been something you control as you walk and listen. Especially if it’s not even an in-engine, real-time scripted thing but a pre-rendered video that doesn’t even show your actual character as you have them dressed.

    • FOMO and most MTX in general.

    • No ping/latency stats for everyone on the server

    • Broadfern@lemmy.world
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      5 months ago

      Unskippable cutscenes absolutely need to die. Even on the first playthrough - give me the info I need in a notes section or something, but do not waste my limited time on this coil with slow “exposition.”

      I usually quit those when they get too grating and move on, but it’s frustrating nonetheless.

      • Ashu@lemmy.zip
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        5 months ago

        I’d say that viewing cutscenes on your first playthrough is appreciating the artistic intent that goes behind it.

        • Mad__vegan@lemmy.world
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          5 months ago

          I just want to skip the dialogue once I’ve read the subtitles. Horizon does an incredible job at this. So many games could have gotten a 2nd playthrough from me to get the platinum if I could have skipped the dialogue and cut scenes

          • IronBird@lemmy.world
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            5 months ago

            some people like to experience the games for the art behind them, not as digital cocaine. if you just want to do cocaine…just do cocaine.

            • Æther@lemmy.world
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              5 months ago

              Its a good thing they’re asking for something that doesn’t impact the experience for those people then

  • CaptPretentious@lemmy.world
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    5 months ago

    Alright, I’ll limit it to just pet peeves.

    Tutorial sections that just suck. Some don’t explain enough, others treat you like you’ve never played a game in your life. Or, when they interrupt you to explain a mechanic in great detail, but it’s too much of an info dump, and you’re just left wondering wtf they just said. One game that I really liked how they did it was BG3. There’s a tutorial, but you can also turn it off on future runs. Worst tutorial I think I’ve ever seen was Xenoblade 2.

    Games (and really any consumable media) that just don’t know when to end. There are very few games I’ve completed, mostly because I get bored. The game overstayed it’s welcome and I’m done. The grind isn’t worth the final boss fight or whatever is at the end. Generally, it’s because games (especially RPGs) think grinding is a “fun” mechanic when it’s more of an imbalanced game. Take, for example, Expedition 33, not once in that game do you need to run around grinding levels. You can successfully go through the entire game, only going to each stage once. Fucking fantastic. But then you have games that just went too far with things. Some games, like Skyrim, CP2077, (especially) Hogwarts Legacy, I only know the ending to those games because other people beat them. Ex33 I got 52/55 achievements (just need to win the gestral games and find whatever record I missed). I beat that game entirely in 74 hours. My first run of BG3 (53/54 achievements, only missing the bard one, because I think it’s boring), first playthrough was maybe 120 hours (currently over 700 due to multiple playthroughs). Skyrim… 146 hours… 27/75 achievements. CP2077, 133 hours, 18/57 achievements. Hogwarts sits at 50 hours with 19/45 achievements (that game should be a 20-hour game at most).

    Games that don’t really respect your time. This one, Nintendo does a lot. Actually perfect example is Breath of the Wild. It’s a giant fuck off world that’s mostly empty, peppered largely with the same enemies throughout the whole thing. You have a weapon mechanic that encourages you NOT to fight (just get some good weapons and head off to exactly where you need to go). The cooking is bullshit, no recipe book, no making a bunch of something, a stupid cutscene every time. And the entire poop joke… like getting 20 for a poop joke would already be too much, but collecting 900 with (IIRC) no fucking way to track them… Or the fact that the way Nintendo expects you to get arrows is to grind out rupees to buy them. And the exploits used to get arrows or rupees quickly, in a single player game, they actively tried to patch out. That’s just one game, Nintendo does this on SO MANY GAMES, which actually pushed me to “fuck Nintendo” and I didn’t buy and won’t buy a Switch 2.

    Some games are combos of these. One game I really like, but I always hit a wall is Satisfactory. Once I get to trains/aluminum, it’s just not fun anymore for me. I work 40-80 hours a week (sometimes I work 5x12s and 8ish hours Sat/Sun)(only sometimes, usually closer to 50 hours a week)… so all the extra planning and time to making a factory… like I just don’t have the fucking time. Same thing with Dune Awakening. The first zone was the best. Getting your first Orni wasn’t too bad, but it was already starting to push it. Having to fucking pay taxes in a game… Oddly, it was about the time I was farming up aluminum, I quit that game too. Maybe I have a pet peeve with aluminum in video games…

    • ilinamorato@lemmy.world
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      5 months ago

      Tutorial sections that just suck. Some don’t explain enough, others treat you like you’ve never played a game in your life. Or, when they interrupt you to explain a mechanic in great detail, but it’s too much of an info dump, and you’re just left wondering wtf they just said.

      The ones I hate the most are the ones that meticulously teach you “press A to jump!” (Cool thanks, yeah, I’ve been playing video games since Super Mario Bros, I’m pretty good on the basics) but then you get out of the tutorial and play for an hour or two and realize that you’ve never once had to jump, but that complicated combo that they didn’t even allude to in the tutorial is for some reason the core game mechanic.

    • Doc_Crankenstein@slrpnk.netOP
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      5 months ago

      Games (and really any consumable media) that just don’t know when to end.

      Watched a gameranx video the other day about this. It’s the lack of closure. Players need that catharsis and pay off for all their efforts or else it inevitably starts to feel pointless rather than fun.

      Even MMO’s had a closure for their main story arcs and you played the end game content. The new Live Service model though doesn’t like that cause it means they can’t milk it for eternity. They’d have to keep making new stories and actual game content but that is time consuming and meticulous for creative industries. You can’t pump it out like you can cosmetics and battle passes.

      It’s honestly a huge issue in the industry. The gameranx video goes much deeper into the topic.

      Edit: I should have finished reading before I posted this. Now I look dumb for jumping the gun

      • CaptPretentious@lemmy.world
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        5 months ago

        Actually, what you said unlocked a memory. Though I don’t know if it falls in line with the Gameranx video (I’ll have to go watch that) or your sentiment. But the ‘Players need that catharsis and pay off for all their efforts or else it inevitably starts to feel pointless rather than fun.’ immediately made me think of the first Shadow of Mordor game. It was a great game, undone by a QTE final boss.

        But yeah, so many of these games just don’t go anywhere. To your point, the live service games. It’s not 100% with what I intended, but I feel it ends up in the same area… I’m spending all these hours… what am I accomplishing? What’s the point of all of this? It’s just endless padding with endless travel time, side quests, and anything that requires you to wait real time for the quest to progress. Dailies in WoW, were my WoW killer. Some people saw it as “easy gold”; I saw it as non-content meant to drive daily engagement but not actually accomplish anything in the game. It’s all just padding for extra “engagement” or to make a game seem bigger than it is (or should be).

        I’ll break down some of the issues I had with the games I listed for better context. And I’ll front this with, I know you don’t have to do side missions. It’s more like, you realise instead of giving you a tight, compact story that’s well crafted, they spent too much time padding it out so it appears to be a bigger game. CP2077, the main story is absolutely dwarfed by all the side content. The main quest line is like… ~35 missions? There are like 70+ “gigs” and the same for “side missions”. The main story is the thing you do the least. With missing mechanics, I can’t help but think it would have been more interesting if it were done in a more linear fashion like Deus Ex Human Revolution. Instead of a giant city that’s mostly empty boxes (the buildings aren’t buildings) and padded out with side quests. Skyrim, the thing that killed it for me, was just how pathetically easy it was to become the leader of the various groups/factions. It felt so unearned. I can only take being handed “wins” left and right because I’m the fucking chosen one… before it’s just dull. It was Medieval Idiocracy. I could have just started learning spells and they’re ready to give me the college because I’m the smartest person they’ve ever seen. Brawndo, it’s what Dragonborns crave. And Hogwarts, walking around the castle, was the best part. It felt magical and alive. Some of the puzzles were fun. But the classes were boring tutorial sections, and the main thing you do in the game is LEAVE Hogwarts to go do unspeakable things in non-descript burrows and dungeons scattered all over the place. That game has 15 main quests, 21 side quests. 95 Merlin Trials…

        The tl;dr: An easy way to look at it, CP2077, Hogwarts, and Expedition 33 have similar playtime for just the main quest (per howlongtobeat.com, ~26-28 hours). But how it feels to play the game is drastically different. One had a story to tell and a point to get to, and it does that. The others made a world with a whole bunch of other stuff to do.

  • altkey (he\him)@lemmy.dbzer0.com
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    5 months ago

    Heal-over-time systems in CoD-like shooters lack feedback and are unreliable in terms of measuring difficulty of a task and feeling like you did something special. Everything becomes boringly average.

  • Macaroni_ninja@lemmy.world
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    5 months ago
    1. When rebinding the keys, the game wont let me save the changes unless everything has something assigned.

    2. During character creation the lightning on the model is completely different what you will see in game and I end up with an ugly character (Dragon’s Dogma, Saints Row 3 remaster, etc.)

  • JackbyDev@programming.dev
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    5 months ago

    Games that refuse to let you change the difficulty once you begin a game. More broadly, single player games that worry too much about preserving some sort of honor associated with doing well and make it annoying to play. Like rougue likes that have no save and quit for fear of people save scumming.

  • AstroLightz@lemmy.world
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    5 months ago

    Currently, I’m replaying The Witcher 3, and the main annoyance I’m having right now is not being able to pause during timed choices (and timed choice are a whole other problem in games too).

    You can pause during non-time-sensitive dialog choices, but not during timed ones. I don’t know why they specifically deny pausing for those. Maybe to prevent people from pausing and thinking it out? But, some of these times sensitive choices greatly effect the story. I want to be able to think about these choices when they effect the story.

    • Doc_Crankenstein@slrpnk.netOP
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      5 months ago

      Timed choices have their place in games as a valid storytelling mechanism but please not in my open-world, RPG, fantasy hack-n-slasher.

      Like if I’m playing a role I need to think about my choice and make sure it fits the character I’m trying to play. I’m not playing myself so my knee-jerk choice might not be the same as what I’m trying to experience.

  • Lojcs@piefed.social
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    5 months ago

    I’m souring on difficulty options lately. How am I supposed to know the ideal difficulty of a game without having played it before? You’re the developer, you designed it and if you’re confident in your game balance you should pick the default difficulty. Better yet, get rid of discrete difficulties and add customizable assist mode instead.

        • Doc_Crankenstein@slrpnk.netOP
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          5 months ago

          By playing the game and adjusting as needed to the experience you are having. That’s what difficulty options are there for. Only you can decide what that is. No one can or should dictate that for you.

          • Lojcs@piefed.social
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            5 months ago

            While I do change them if I feel things are seriously off, I don’t think changing the settings mid-playthrough is the solution. It is normal for the same game to have different difficulties at different times so if you’re adjusting difficulty mid fly on a first playthrough you probably won’t get the same highs and lows as intended. It is impossible to know from the first stages how the difficulty ramps up, sometimes they are easier, sometimes they are just mechanically simpler and sometimes they are purposefully difficult so you have to learn key mechanics.

            Difficulty options are like consumable potions to me if that makes sense

            • Doc_Crankenstein@slrpnk.netOP
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              5 months ago

              That metaphor doesn’t make sense to me, sorry.

              Gaming experience is subjective. The highs and lows are entirely dependent upon the player and their preferences/capabilities.

              It’s your experience, no one else’s. The experience is either fun or frustrating. If it is frustrating, then adjust until it is fun. It’s just that simple. For some, a brick wall challenge is fun and enjoyable, for others, it is time consuming and tedious. Both players are valid and both should have the option to play a game the way they want

              The “highs and lows” should come from the storytelling, not the gameplay loop. The gameplay loop should always be fun, engaging, and enjoyable for the player.

    • Flamekebab@piefed.social
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      5 months ago

      Whilst I didn’t enjoy the mechanics of Control, I was very impressed at the settings it offered. I could essentially turn off combat if I wanted. Yes, it won’t be the same game experience, but if I choose to play that way - let me!

      In the old days we had cheat codes for this stuff. I cheated my way through a lot of games and then revisited later without cheats. Some of those became my favourite games of all time (Theme Hospital and Tony Hawk’s Pro Skater 3 both spring to mind).

  • tab@sh.itjust.works
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    5 months ago

    when you can rebind movement keys (I’m an esdf player as opposed to wasd), but it does not rebind consistently. So a map is panned using wasd still, or menu browsing is, or even basic movement in a mini-game, or driving using a vehicle etc. It seems developers rarely really test anything but wasd…

    Worst was cyberpunk, which always jettisoned me from the car in a super dramatic leap… on every right turn. XD

    edit: also, when rebound keys are not represented correctly in tutorials or prompts… ugh.

    • groet@feddit.org
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      5 months ago

      I think in cyberpunk its because cars use a separate control set that can/has to be separately rebound. Its so you can use a joystick for driving and a gamepad for walking

      • tab@sh.itjust.works
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        5 months ago

        you can configure the keys separately… but it does not work right - F remains hard coded for some features

        • Coriza@lemmy.world
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          5 months ago

          Also cyberpunk loves to do a double duty multiple unrelated actions to one keybind so you cannot rebind each action individually.

  • gcheliotis@lemmy.world
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    5 months ago

    Excessive reliance on audio recordings and written text for storytelling / world building. Oh look another game where I’m alone in this world and I have to listen to a ton of audio recordings or collect snippets of text throughout the entire game to learn anything about this world and what happened to it!

    If anything, let it be audio, not text, I’m tired of reading through often very subpar writing, I just glaze over it. Better yet, have actual (skippable) voice actors read any text out loud. Ideally, weave all that info into the game’s main storyline or side quests, and have it communicated to the player via interesting NPCs. Also, use environmental storytelling more than info-dumps. Show, don’t tell.

    Text/in-world notes/memos/books and found audio recordings have a place but don’t let that be the main way of learning about the world or my place in it.

    I understand it’s also a budget issue, so I’ll cut indie games some slack.

    • Dvixen@lemmy.world
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      5 months ago

      I’d prefer text over audio, so long as I can skip the text when I am done reading. (Grr argh to the games that have both, but won’t let me skip because the NPC isn’t done speaking.)

      Being able to choose either as the primary information delivery would be fantastic.

      • gcheliotis@lemmy.world
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        5 months ago

        True, reading is faster. Narrating I find more pleasant, more engaging if done well. But that’s personal opinion. So having an option would be great. And yes to making dialogues or narration skippable. I think most games do that nowadays. To be honest, if I am really immersed and interested and the voice acting is top notch I may not skip at all. But that should be left to the player to decide.

    • Doc_Crankenstein@slrpnk.netOP
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      5 months ago

      I agree on everything except the audio over text bit. If it has to be anything, let it be text. Let me be able to skim it if I want, don’t make me sit through an audio file to get background lore.

      If it isn’t gonna be presented through the actual storytelling of the gameplay, put it in a text file.

      • gcheliotis@lemmy.world
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        5 months ago

        Yeah I get it, but I like having the option of having a voice actor narrate the text to me rather than having to read everything. Especially as I mostly game on a TV that was not meant for reading.

            • Doc_Crankenstein@slrpnk.netOP
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              5 months ago

              Not really. It’s less to do with hearing/perception and more how the human brain processes regular speech; neurodivergent people, like those with ADHD and/or autism like myself, process these things differently.

              The brain processes singing differently than regular speech and the issue with audio processing disorder is that how we process regular speech makes it hard for us to hold conversation. Like I need people to repeat things a few times occasionally and if I’m not paying direct attention to the person speaking then voices are basically like “whomp-whomp” from Peanuts, so if someone calls for me while I’m doing something I straight up won’t know I’m being called for.

              So needing to listen to an audio log takes forever cause I need to replay it a few times to fully process the words being spoken. Especially if they have audio effects like distortion added over the voice.

              • gcheliotis@lemmy.world
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                5 months ago

                I see. Happens to me too that I lose focus while listening to an audio recording. But not to the extent you describe. Have always had difficulty separating voices from background noise though, like when a few people talk in parallel or when loud music is playing in the background. I don’t remember what that’s called, but I remember a long time ago reading that it’s a thing. Doesn’t affect my gaming much though if at all. Anyway I’m always interested in things having to do with auditory perception, thanks for sharing.

              • Dvixen@lemmy.world
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                5 months ago

                For me it’s too much sound input makes everything resemble the Peanuts adults talking.

                One person talking is ok, two people talking is harder, three is pure white noise.

                Drop music or environmental sounds on top of it and I can’t understand a damned thing.

                • Doc_Crankenstein@slrpnk.netOP
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                  5 months ago

                  That’s normal. The brain isn’t able to process multiple sources at the same time, it has to bounce around and eventually too many inputs means nothing gets processed.

                  For those with APD, even a single input is a struggle.

    • mrgoosmoos@lemmy.ca
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      5 months ago

      I like the way bioshock did it

      I like the way bioshock did a lot of things (1 & 2, anyways)