It has a search bar and ability to toggle specific instances in case you want to avoid some of them. A bit simpler version of Lemmy Explorer mentioned by @DogMuffins.
I guess it depends on your motivation for said project.
Do you enjoy the process of working on the project? Do you use it to learn new things and improve the skills required for it? Or all you care about is the end project?
If it's the last one I can see why you could get discouraged but if it's the other two then not really.
If I work on something specific I do it because I want to create this thing using my skills, experience and ideas. I also try to do as much of it as I can on my own, without using other's people assets etc. For me, the work I put in is an important of the process and each step towards completion makes me a little proud and happy that I can create something.
At the same time I'm a weirdo who tends to use less efficient methods if they aren't as fun to use when working on personal projects. I don't really care about using AI in the first place so that might skew my view a bit.
There's also the fact that AI isn't omnipotent. It makes mistakes just like us and I'd rather fix my own mistakes since this way I know what I did, how I did it and where to look when things go wrong.
Sorry for the word salad. Your post gave me a reason to spew some unfiltered thoughts about an issue I never really thought about.
I think you're making this a little bit more complicated than necessary. Those gadgets are cool but that would probably require more support by the devs than a simple keybinds and considering how niche this stuff is... I think the latter is a more probable option.
Those two axis you mentioned would be modified together anyway since we'd want the speed modifier to be the same no matter the direction. Alternatively one could make it into a separate variable included in speed calculations - this way you can keep the direct input value provided by the controller (whether it's a gamepad or a keyboard) and have one more piece that can sit unchanged when playing with analog controls.
Mouse scroll was an example since that's how it worked in Splinter Cell back in the day (it's also how Star Citizen does it today). You could just as well use any other key to increase/decrease the this muliplier (or make it mouse scroll + modifier key).
Overall, I do agree that more flexibility in input mapping would be a good thing. Can't go wrong with giving people more choice.
That's not what I mean though. Back in Splinter Cell you could use mouse wheel to increase or decrease your character walking speed - similar to how you can do it with an analog stick. It's about giving player more gradual control on how fast/slow you move.
That said, customizable game time scale (not game speed) is also another thing I'd like to see in games.
I was mostly thinking about action (or generally keyboard walking) games but that's good to know, I never got to play those titles honestly.
It's not like customizable difficulty would be mandatory - you have your default presets and an option to customize. You could even add a disclaimer about how "modifying difficulty can break the experience" or whatever.
I'd rather have a choice and not use it than be stuck with options that never feel "right".
I realize that games (and software in general) today are about simplifying things and removing any possibility of user messing up but it can make the end product way less engaging in my opinion.
Some things were already mentioned so here my other pet peeves:
customizable difficulty - no default preset will be as good as one that can be modified to your liking. Sometimes the issue lies with difficulty making things more of a chore than a challenge, sometimes they tune things too much where you get stuck in a weird middle ground where one difficulty is way too easy and the other bashes your teeth in.
character speed control on PC - we had this stuff figured out in 2002, when Splinter Cell came out! Why the hell are we still stuck with terribly slow walk and slightly too fast jogging? This isn't hard to implement either - there are already multiple speed states when playing with a gamepad, all that's required is an option to control it with a keybind.
visible body in first person games - I always try to immerse myself as much as possible and having a physical body helps sell the idea that I'm a character in this world rather than just a floating camera.
Never heard of this series before so I'm just going off of the description but I don't really see it?
Alvin is neither a loner (he's a beginner adventurer who sucks, that's why he's alone) nor a delinquent (he's a really nice guy to pretty much everyone) and while I understand the boke - tsukkomi transition, complete change of character would be a bit much for such comparison, wouldn't it?
That said, I might be completely wrong since I know nothing about the other manga. Is it any good?
This one is a little different as they record their commentary over premade footage. They can also be a bit more... low energy (?) compared to many bigger channels but if there's one thing they (or more specifically Chip) really shine in, is the huge amount of effort put into each and every playthrough.
Pretty much every episode is released in two versions, cut and uncut commentary, to let you choose whether you want the option to focus during cutscenes etc. They are also filled with cool trivia, secrets and just good skill level in general.
They have a pretty legendary MGSV LP where Chip prepared 3 seperate playthroughs, each with a different approach (stealth, combat and goofy).
Besides that, they also have stream recordings with live commentary, a podcast and regular charity streams.
Chip worked at recently closed Volition so he could definitely use more views.
Most of the videos consists of two friends, Mike and Zack, playing modded Bethesda games. Their main gimmick is that they are playing games like Fallout NV in "multiplayer" but they also play other stuff (Mass Effect, Inscription, Stray to name a few).
Lot's of military stories, some great gun rants from Zack and a general feeling of just two friends having adventures together.
Why do we need lemmy and kbin? Why do we need various linux distros? Why do we need different office suites?
Having a choice is always a positive, more so if those alternatives are compatible like various activity pub projects.
I don't have an up to date feature comparison between Mastodon and Misskey but some of the things that differentiated the latter were:
better threading
improved markdown support (animated, also could render LaTeX formatting if I'm recall correctly)
calendar
drive
emoji reactions (this replaces "likes" for example)
trends
tips for newcomers
Keep in mind, these are from few years ago so some things may have been changed or added to Mastodon (I'm not too familiar with Twitter like projects in general).
There's also already mentioned focus on Japanese audience - some of it comes down to features (I feel like western social media aren't as... animated? as Asian or at least Japanese ones), as well as culture (I think this picture of one of the tips is a good start.
I'm sure someone more familiar with both can come up with a better comparison but I think that the main point of just having an option is the most valid one.
I see you've included gacha titles as well. There's a small Girls' Frontline community - it's mostly me posting posting news at the moment so it could definitely use a spotlight.
They just seem to be continuing as a happy, human eating family. But yeah, ending could definitely be improved.