Witcher 3 has a little bit of that but could be better for sure
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This is me when I come back to the Witcher 3, until I remember that I just need to follow the arrow to the quest marker and do a super basic version of the Arkham Asylum combat until I get bored again.
...huh. if they implement this, I might start playing rpgs. Right now I only play games with no plot because a busy week at work means I don't remember the plot anyway...
One of the reasons it took me do long to beat the main quest on skyrim, and I'd always convince myself to just start over because this time for sure I'll get through it all
I do this for myself because same lol. I post PC so I usually keep a text document open so I can write down things I'm working on or, things I need to know I finished or, quests or whatever.
The whole reason I have to play RPGs all at once, no bouncing between games. I WILL forget what I was doing if I take more than a couple weeks off from playing. I'm really trying my hardest to get through Dawnwalker so I can get onto the other half dozen games waiting for me.
I came back to play Celeste after months and spent like 2 hours racking up deaths playing on a self-imposed ultra hard mode because I forgot there was a grip/climb mechanic. I was barely scaling some jumps to ledges by the skin of my teeth after crashing into the wall 100 times before I accidentally rediscovered the button. Didn't stop me from dying hundreds of times still, but at least for less stupid reasons... usually.
Back when you could write your own savefile names i‘d cadge together some shorthand for the filename to help: sdqstswordgetthing.sav or some such. “Side quest to get sword get the [item] next on the list.”
This is why Satisfactory should have a built-in Kanban board!
Nah. I just finished a playthrough with a friend and my experience is you just can't plan that game. Go with the flow and shit will sort itself out. If you plan for more than the milestones, you'll fail.
That's why I love retro gaming. No saves, no elaborate narrative, just two buttons and a D pad. Easy in, easy out.
I think that such a limited control scheme FORCED devs to be creative. And thus we're so many unique and beautiful experiences born. There's something to be said for working around/with the limitations you're dealt.
What do you mean, no QuickTime events?!?!
Here's a reminder of the last things you did and where you need to go next.
“Your current objective is trying not to cum while playing this game. The last thing you did was cum while playing this game.”
Final Fantasy XIII-2 did something like this with a recap when you restarted. Really helped with the “now where was I again?” moments.
The controls are the biggest obstacles for me, and it's not really even about ADHD to be honest.
Virtually every single modern game insists that it must use every single available button on the controller for vital operations. Most of the time it strikes me as completely unnecessary to be that way.
And even games that are of the exact same sub-sub-sub-genre where it should all be pretty standardized (the gameplay itself certainly is) decide to have completely different controls.
If I can't finish a game in the 2 - 3 winter months of "down time" I have, during which time I might get 4 - 6 hours of week to play, then I usually won't even bother. Because if I don't finish it then, it means 6 - 8 months later when I get another chance to pick it up again, I will have forgotten how to play.
This is a thing they promise every time new consoles come out and then it never makes it to release. Or maybe it did and no developer ever used the feature.