You ever play a game and notice something that you're sure no one else really cares about, yet it means so much to you? We're talking about the small, seemingly insignificant features that would never make it to a press release, preview/review, or the back of the box.
We need submissions for the best of the best "Oh yeah, that is a good idea!" tiny game-design improvements -- stuff that would barely register a blip on the timeline of great features in gaming.
Some recent examples:
Gears of War: A sound indication plays when an area's cleared out, which lets players know it's safe to come out from behind cover and proceed on with the mission.
Burnout Paradise: After zipping through a gas station or repair shop and seeing a quick, fancy third-person side view of it, you will automatically straighten out before getting back on the road. This allows the game to show players a cool angle on the action without causing needless and frustrating wrecks due to the camera switch.
Infamous: This is really minor, but it's still worth recognizing that some level designer thought of doing this: It doesn't matter which side of a vertical fire-escape ladder you're climbing up, your head won't run into the platform above you. They're open-ended on either side, letting you scale fire escapes smoothly and quickly, without interruption.
We don't want to hear about the double-jump, GPS mapping, alt firing, or any other major advancements in game design.Think small!
Please discuss in the comments below, and if we have enough good contributions, we'll rewrap them up for a future story.

No, not yet!
Comments (54)
The ability to quick mute someone before a match. I first noticed this in COD 4.
Also, menus are terrible these days. They are clumsily organized, take too long to load, and respond far too slowly.
It's a neat touch you don't really think about until you see it.
Geometry Wars-I doubt there is any other game, in my opinion, that feels so organic both visually and audibly when playing it. From the fading in/out of the music when you die or deploy a bomb, to the different sounds each of the enemies make when they spawn, Geo Wars creates a visually and audibly arousing world.
Shadow of the Colossus- We just cannot stop kissing Fumito Ueda's and Team Ico' ass for their masterful creations, so now its my turn. SOTC is truly a milestone in game design, it takes all the advantages videogames have over other media and uses them to create a narrative impossible to recreate in any other form. SOTC's sound(and lack there of) is crucial to the overall experience of the game. SOTC's sound ques("q's", however its spelled) aid in breathing life into the environment and the colossus that roam it. With the addition of an excellent soundtrack to accompany it that conveys the beauty, and epic scale of this never-to-be-forgotten interactive experience, SOTC is truly a gem amidst the endless rehashing of the same stories we see every year in the industry.
Other games I admire for their use of sound, but I didn't want to bore you with: Dead Space, Condemned series, Bioshock.
Project Gotham Racing - "radio stations." While they dropped the DJs after PGR1 and 2, PGR3 and 4 still had music organized into stations. While racing, up and down on the d-pad switches station (ie genre), and left and right cycle through songs. Brilliant.
Valve games on PC - support for user-made dedicated servers. I've never seen a game website talk about this, which is shocking. You know why strong communities develop around multiplayer PC games, and usually not console games? Because when a clan forms around a PC game, they rent a server and can do whatever they want with it. And, you know, I don't want to play Halo 3 and use (shudder) matchmaking and play with random bimbos. I'd rather play on my clan's TF2 server where I can be an admin.
Every 3rd person shooter/FPS- the way guns recoil from the impact of the bullets
TLOZ:TWW- If you leave Link idle, while in a dungeon, his eyes point to what you have to do next. Also, the little music sound bytes that came out whenever you hit an enemy with the sword.
GTA IV: The way Niko's weight shifts with the car; for example, when he turns the steering wheel all the way to the left or right. The man actually drives with 2 hands, instead of thug style like in Saints Row 1/2.
Shadow of the Colossus- The way the main character's voice changes when he calls for the horse depending on how far or how close the horse is. So he could be saying Agro calmly one moment, the next he could be fighting a Colossi, desperately screaming out AGRO!! or whistle for him.
Crackdown- The sound of the of the Agility Orbs and the Hidden Orbs.
Dead Space- Definitely the holographic menu and the way Issac moves his head to look at the item.
That's all I got.
I also enjoyed the automatic summoning of orbs in God of War... collecting things may be annoying, but at least it's less annoying when you don't have to physically contact each and every item.
I'd also like to echo the sniper trails from Halo.
For those that haven't played RE5, you calmly push open doors when you press the X button, but if you're jamming the X button praying that Chris or Sheva makes it through the door before being sliced in twain by the nearest zombie, the character will reflect this by kicking the door open in half the time.
It's subtle, it improves the game, and it reflects the player's feelings and actions; what more could you want?
Also, in the first Deus Ex game, when exploring the UNATCO headquarters the player has the ability to enter the woman's bathroom. Later, while receiving a mission from the chief, if the player had gone into the women's bathroom the chief will offhandedly remark that that is unprofessional behavior. It isn't important to the story at all, but it was such a cool touch that I couldn't help but laugh at the coolness of it (okay, it's not so cool, creepy rather).
My contribution is in Halo: Combat Evolved. When you shot a wall or rock the bullet hole would stay there and even if you return to the same spot later in the level, the hole was still there.
This may have been done earlier, but Halo was where I remember it from.
Ninja Gaiden II: I like how Ryu shakes the blood off the weapons.
Prince of Persia 360/PS3: the little details to how the princess hangs on. Sometimes the guy would complain about how she's choking him, another thing that's pretty cute is how they hold hands as they turn around if they're on a beam and you're trying to get behind the princess. I also thought it was neat when the princess fell hard on the guy's shoulder's during wall climbing.
Boom Blox: I like how the animals stop dancing and follow the ball when its thrown until it stops moving and they're safe.
Something else I wanted to bring up was Wild Arms XF. The Tactical RPG genre is pretty stale. It needs fresh ideas and I really felt WAXF tried to new things to a certain measure of success. The game was criticized as being very hard and it had its challenging moments. However, I feel like the game also was hard because it was unusual. We couldn't fall back on old lazy tactics. To address the fact that to accomdate the tactics of each map required specific classes, all class skills were available from the start. I felt doing so cut out a lot of the grinding and opened up the game to a lot more possible tactics. Each class also had a very limited number of skills, cutting out a lot of the fat (I'm looking at you FFT, with your 20 skills per class). You could focus a lot better on the way you played the game thanks to these features. I hope that future tactical RPGs look at the way WAXF was made and learn a few lessons, because there was a lot in there.
Also, it's been said before but having the characters in Left4Dead automatically announce important info ("Reloading!" "Ammo here!") is brilliant. Subsquent co-op action games (as seen above) have not picked this up yet and they should. Resident Evil 5 did have that "talk" feature which wasn't necessarily useful from a gameplay perspective but it was nice to be able to thank my partner with a single button press. I still press it even when I'm using voice chat and can thank my friend verbally. Having my character do it in-game is just more amusing.
Half-Life 2/EP1/EP2/Portal: Wherever you save in the game is the exact location you load from and there's an autosave so that you can load from last checkpoint if necessary. I think that every game should have this feature.
Also from Half-Life 2/EP1/EP2: The weapons grid, divided by class, no more than 3 weapons per direction. Makes things quick and easy when selecting weapons.
Ratchet & Clank series / Resistance 1: Whenever you select a weapon from the weapon wheel, the game auto-pauses. This lets you think out carefully what weapon you'd like to use next and if you use a less-than-effective weapon, the only thing you have to do is bring up the wheel and carefully select another one instead of hitting buttons frantically to find the right one.
Fable 2: If you mess up on a quest, you can select another quest or a general area from the start menu and if you select the option, it will load your save from the last auto-save or checkpoint. This saved me a few times when I took a quest and wasn't leveled up enough to finish it.
inFAMOUS: Mid-mission checkpoints.
Grand Theft Auto IV: Certain cheats are saved right in the cell phone once you input them, so if you need them, you can just select them.
The whole Metal Gear series is practically full of little details that fit in this category. I remember when MGS2 came out I realized that even though it wasn't the most graphically impressive in terms of straight looks, it was all of the little details that added up to make it so amazing. From the way the rain drops built up on the camera in first person view, to the ice cubes that melted slower the closer they were together. And then of course, there's all the poop. Apart from the ability to be pooped on if you stared up at the seagulls for too long, if you ran too fast through the accumulated bird shit on the ground, you'd slip and fall.
I could go on and on about the whole series, but I'll stop there. I won't go on about catching a cold from spending too much time out in the snow on Shadow Moses. Or all the things you could do to harass The End in MGS3, or strapping C4 to guard's backs, or the iconic symbols that display the physical/emotional status of enemies.
When I started reading this article, the first thing that jumped into my mine was the Call of Duty series. I remember falling in love with the CoD1 demo for numerous reason, but I absolutely fell in love with the ability to aim down the iron sites as well as being able to go into the prone position. To this day I have a small bias against any FPS that doesn't include these features.
Another touch that was added by other games like Brothers in Arms was the complete loss of the cross-hairs. It just felt more immersive to be forced to use the guns own sites rather than rely on an old gaming convention for accurate fire.
In fact, I have an article up about this very thing, if I may use this post to promote my own work.
LOADING
Developer animated logos that cost a lot of money but every gamer in the entire world hates (HAMMER BUTTON)
Game intro videos (HAMMER BUTTON)
LOADING
Intro menu
> Load game
(SHORT LOADING)
Select most recent save, sometimes the only save, the god-damn only reason I'm playing again
LOOOOAAAAADING!
Imagine a bold new world where you can just hold down a button and the very first loading is your save! Where it starts where you left off, or where you don't even have to hold a button - where it automatically starts to load the save and says "Hold B to go to Main Menu instead"!
If I could have a second request, assuming my genie was generous, it would be a "Mute All" button on FPS servers. Sometimes you just want to play despite the fact that everyone else on the server is an asshole, and escing out to mute each one as they start playing MP3s down the voicechat at you takes time away from killing them.
Finally, every game with autosave should have two autosaves. One most recent, one second-to-most-recent. Can't recall which game impressed me with that (suspect it was Valve) but it so saves you from stumbling, bleeding and unarmed, into impossible situations because the cover you dashed into was a checkpoint.
In Splinter Cell, when you hide in the shadows, you still have those three glowing lights from your goggles and yet enemies walk by you like you're totally invisible. Really? You don't think a glowing trio of lights is a bit odd?
Just seemed a strange choice for a game that went to great lengths to look hyper-realistic.
Can't think of any small things done well that haven't been covered already, though. Good list so far.
Don't know where it started, but, having the option to invert the controls in a game.
Diablo 2, the first use (that I can recall) of being able to push a button and have your character say something in game ("thank you" post item trade, "come on!" during a quest, etc).
Dead Space's pop up menu is fantastic, seeing Isaac watch your selections is a small, brilliant touch. But the Burnout Paradise pop up menu is equally great. Sure, you can go to a pause screen, but with Burnout's use of the d-pad, you can invite friends or start in game challenges, ALL while it keeps you in the action, allowing you to crash into something. Brilliant.
Speaking of Burnout, I actually like the small cut-scene during drive-thru's. In a race or marked man, the added time and distance can be a strategic advantage in a tight situation. Similarly, the small cut-scene during takedowns within races lends the racer a small breather to regain composure.
Regarding music cues, Sacred 2's light 2-3 note chime tells me there is something hidden nearby. Not vital-to-the-game's-quests hidden, just gold or the potential set item. I found the last piece of a set just by paying attention to the barely audible cues. Other games have done this before, though. Sly Cooper was the first game that I remember giving good audio cues on nearby secrets.
Old school: Super Hydlide 2 for me offered a few nice small touches - if you were overloaded, your character moved SLOW. If you did not sleep during the night (first day/night clock I can remember in a game), your character's reaction time slows and defense lowers).
Last but not least...
In this current generation of gaming, my favorite thing that really has NO consequence is display of the alt-weapons on visual representation of the character. First noticed this when I got Gears of War 1, and now a lot of 3rd person shooters such as Resident Evil and Uncharted use this small visual touch. I don't know why, but it was the one thing that impressed me most, and, coincidently, the thing that made my wife shake her head the most: "You spend $400 on an Xbox and the thing you like the most is the display of the guns you are NOT using...?"
Right.
The fact that you can hit the watching animals in Boom Blox.
The jealous girls fighting in Bully if one sees you kiss another girl.
Luminoth corpses with info on their specific deaths when you scan them. Often you wouldn't see them until they were highlighted in the scan visor, which made it double eerie.