Hey there, I've been a fan of speed-running for a long time now but I've only ever lurked on the archive until signing up for an account just now.
I hope there's no rule against this or anything, but I'm a game developer and I'm really interested in what features, if any, should a dev put in their game to make it more attractive/interesting to speedrunners? This is assuming the game itself is already finished; I'm speaking mostly in terms of UX / quality of life features rather than your basic criteria about what makes a game speed-runnable in the first place (don't have it take a fixed amount of time no matter what, etc).
I have a specific game in mind (mine), but I don't know if leading with that is bad form on this forum or not, so I'll start things out more generally. In any case, here's some things I've thought about:
- Cutscene / tutorial autoskip option
- In-game timer
- Should it contain built-in splits? Does the community prefer to define those themselves? If so, should the game provide an API or data format for user-defined splits?
- Should it clock real time or game time? (IE, real time elapsed vs. game time simulated not counting slowdown / fps drops)
- If the game includes fast-forward or slow-down for UX purposes, should the clock track absolute time vs. relative time, or both?
- Should the clock split out time spent in menus vs time spent in stuff like meta stuff like overworlds/towns/shops vs time spent in core gameplay?
- What are the best ways to track completion? Do you prefer one big fat 0-100% tracker, or do you like it broken down by categories of thing, or both?
- I know glitches and exploits and bugs are often a big part of runs. For a game that's released & mature, but continuously patched for this sort of thing, how do you deal with that? What do you want to see from the developer?
- For a PC game with a multitude of resolution options, how do you go about picking a preferred default? "Whatever's fastest" or "1080p fullscreen with medium settings", etc?
I hope there's no rule against this or anything, but I'm a game developer and I'm really interested in what features, if any, should a dev put in their game to make it more attractive/interesting to speedrunners? This is assuming the game itself is already finished; I'm speaking mostly in terms of UX / quality of life features rather than your basic criteria about what makes a game speed-runnable in the first place (don't have it take a fixed amount of time no matter what, etc).
I have a specific game in mind (mine), but I don't know if leading with that is bad form on this forum or not, so I'll start things out more generally. In any case, here's some things I've thought about:
- Cutscene / tutorial autoskip option
- In-game timer
- Should it contain built-in splits? Does the community prefer to define those themselves? If so, should the game provide an API or data format for user-defined splits?
- Should it clock real time or game time? (IE, real time elapsed vs. game time simulated not counting slowdown / fps drops)
- If the game includes fast-forward or slow-down for UX purposes, should the clock track absolute time vs. relative time, or both?
- Should the clock split out time spent in menus vs time spent in stuff like meta stuff like overworlds/towns/shops vs time spent in core gameplay?
- What are the best ways to track completion? Do you prefer one big fat 0-100% tracker, or do you like it broken down by categories of thing, or both?
- I know glitches and exploits and bugs are often a big part of runs. For a game that's released & mature, but continuously patched for this sort of thing, how do you deal with that? What do you want to see from the developer?
- For a PC game with a multitude of resolution options, how do you go about picking a preferred default? "Whatever's fastest" or "1080p fullscreen with medium settings", etc?
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