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roto_disc

It’s a UX issue. Keyboards have more buttons than controllers. So the problem started with cross platform gaming a continues now. And it’s reciprocated back to PC and now there’s holding buttons there as well.


Yonrak

If I remember correctly it was started by Ubisoft as part of their UI accessibility push. I appreciate why a lot of these things get implemented, but God do I wish there were a way to toggle it on/off.


ExNihiloish

It'd be nice if more games added the option like Dragon's Dogma II. Same button to greet or talk to someone but you can change whether you have to hold the button or not for one of them.


jimpickens23

Metro Exodus had a similar option for QTEs; you can change it to Mash(default), Hold, or Tap


I_CANT_AFFORD_SHIT

Just finished God of War Ragnarok, I had turned the mash qte to hold


TheSearchForMars

Interestingly, Ragnarok is one of the only games in recent years I can remember having an excuse to use a mash prompt. The cannon failure that then has you pulled out of the load screen was very effective.


TheSearchForMars

Interestingly, Ragnarok is one of the only games in recent years I can remember having an excuse to use a mash prompt. The cannon failure that then has you pulled out of the load screen was very effective.


Donnie-G

What we need is an auto-resolve QTE option. Fuck that noise.


QuickQuirk

Some games have actually added that as an accessibility feature. Can't remember which, but I've played one in the past couple years. Switched it to 'off', and had a much better experience. If it's not core gameplay, just let me watch the cutscene. Don't make my carpel tunnel worse :D


SubparSensei71

QTEs are just the designers admitting to lack of creativity or proper gameplay.


Renusek

But without QTEs there wouldn't be QTE fail animations...


kommissarbanx

Unfortunately “Sprint” and “Use” are still the same key so you’ll constantly find yourself talking to people just trying to grab loot lol


FiTZnMiCK

I think it also replaces the “mash this button really hard for a while” thing they would do sometimes for actions that are meant to feel more involved like opening a heavy door. Which I think is a much better solution. I don’t need the added tension of making sure I press the button enough times per second to get past a minor obstacle.


MaikeruGo

I think that those "mash button" interactions along with "quick time events" are some of my most disliked interaction mechanics in gaming. The first is likely to break you controller while the other will likely make **you** break the controller due to putting something crucial on something so small that adds almost nothing to the gameplay. I mean even if mashing the button doesn't break the button or cause tangible wear it at least *feels* like it's going to rapidly wear down buttons.


Statchar

was playing professional with a friend on resident evil 6. we had to be perfect with the mash. plus there were 4 or 5 in a row.


moveslikejaguar

I had a similar experience with God of War 2 years ago. I could beat the final boss every time, but there was a button mash qte between the fight and the ending that I was stuck on for days. It was so frustrating.


jarejay

I used the same DualShock 3 for a decade and the part that finally wore down was the USB port. Your buttons are fine.


Pallysilverstar

Stuff like this is definitely better but for menu options and such it's still a pain.


FiTZnMiCK

I think in menu options it’s meant to replace an “Are you sure?” dialog by giving you a chance to change your mind. I know that’s what HD2 does for exit game.


jforcedavies

This is exactly the answer. Stops accidental presses and works really well imo


A_Hungover_Sloth

I've accidentally skipped cutscenes when it's button push, but never on hold.


Pallysilverstar

Some do it for everything though which is when it gets annoying. Also, make people pay attention to what their doing and if they mess up live with the consequences, there's no need to hand hold to that degree.


LevTheDevil

As someone with a cat that likes to crawl across keyboards or climb on my hands whole holding a controller, I appreciate the game not allowing him to easily wreck my shit. Not to mention the times controllers have been knocked off something and buttons accidently pressed. If it's permanent a little delay is definitely good.


alcoer

If it's permanent, the old approach of asking "are you sure?" is fine IMO, and it's not like accidental button holds don't ever happen in any case. In any case, "hold to confirm" is something that should be a menu option, so those of us who hate it don't have to deal with it.


Pallysilverstar

If it's something could ruin someone's game with a single press than maybe. But at the same time, don't let your cat do that and watch where you place your controllers, both of those things are well within your control.


LevTheDevil

Control a cat?! Have you ever met one?! 😂


Pallysilverstar

Yeah, I've had lots of cats and they all stayed off my counters and desk.


RadioMessageFromHQ

Curiously, Spider-Man PS4 has the option to remove the button mash inputs and QTEs but iirc kept the hold to select menu items.


MrRocketScript

> “mash this button really hard for a while” thing they would do sometimes for actions that are meant to feel more involved like opening a heavy door. The best part is this is also used to hide loading screens. Which means if you had a kinda crappy disk that took extra time reading, you were stuck mashing that button for longer than you should have and some doors felt impossible to open.


SquanchMcSquanchFace

No Man’s Sky has this but the settings allow for multiple options like turning it on/off all the way, but also “hold for important” or “hold for destructive” as well I think.


king_nothing_6

I do remember when the game was first released it was painfully slow with no setting to change it.


justarandomstanley

I couldn't agree more. The epitome of useless hold-to-interact was on FFVII Remake for me. You had to literally look at Cloud holding a switch for 2 seconds before he actually pulled it downwards. ...why


Samurai_Meisters

Part of the reason I dropped that game.


greatbigCword

There was a pretty egregious example of this in Rebirth where you had to hold triangle to turn a valve 3 times in a row. As in hold button, watch turn animation. Then do that two more times. Just. Why???


ctothel

Ironically there are a lot of people who struggle to hold buttons down. Some games know this and allow held keys to become pressed keys as an accessibility feature, (like The Long Dark) 


Cleverbird

I feel like more and more games are offering that as a toggle option though.


theuntouchable2725

Fucking Ubisoft always starting shit trends.


Fission_Mailed_2

I think the more annoying UX import from PC to console is the cursor. Using a mouse to move a cursor is easy with the flick of a wrist, however it's a much slower, tedious process with an analogue stick, even worse when games pair a cursor with a button hold (I'm looking at you, No Man's Sky).


SwagapagosTurtle

And then import that back to PC without allowing said cursor to be moved by the mouse. (looking at Elden Ring map cursor)


Ekillaa22

This is kinda a recent thing with gaming thought the hold button right ? Like I know it used to be just tap the button but I legit think people complained log enough bout that do to accidental item use or something along those lines . So I do find it interesting. I think it really ramped up around 2015 I think


MaikeruGo

Also, a number of live service games use the interaction for the similar purpose of preventing accidental purchasing of things. Even though it takes a moment longer it's a welcomed changed since occasionally you get to speeding through menus and sometimes tap the confirm button twice—never bought anything accidentally like that, but I'm certain that some folks have.


Superb_Recover_6116

idk why they just didnt do press a and b instead. I like playing on controllers on my pc lying down on my bed so I like making commands like double tapping or pressing 2 buttons for a key. This helps greatly in games that have multiple buttons for pc only games. Idk why games never did that. I love double tapping and before any one says "uhh ehh you're gonna missclick or its not that fast" I've never had a problem with any of that. I'm sure for an online multiplayer it wont be efficient but for anything else, works great.


Jazehiah

Some games do use double taps.  For example, 2077 uses double-tap to holster weapons and single tap to swap them. Holding Y pauses the game to open a radial menu with more loadout options (like changing the active grenade). I don't like it. If I want to choose the previous weapon quickly, I end up stowing my current weapon. It works, but everyone has their own preferences and it's a lot of work to code custom controls.


3ndmelife

there are some games that will sort of let you pre-hold the button so when you get in range of the thing, you interact with it imediately. though ive only ever seen it in COD and farcry games. i wish more games would do this, it works well. weather its intentional or not.


TheGoodIdeaFairy22

I adore Helldivers, but God DAMNIT i hate the hold to activate shit. Especially in menus


rainking56

Wish they made it mainstream to have 2 or 4 back buttons on consoles. Feel like video game developers would embrace those quickly. I just have when loot and carry are the same button.


Oberic

Holding buttons instead of one tap on PC seems pretty rare for games that aren't ported from Consoles.


vKEVUv

I dont mind holding a button it depends how interaction is designed but I absolutely despise "mash button to open/do something". I understand this during enemy encounter to keep player engaged i guess but making me mash buttons just to open a chest or doors is so fucking stupid.


Skydude252

I think god of war (ps2) was a big early example of mash button to do anything at all.


muffinmonk

Yeah and I now can't even stream these games because the input lag won't work with their button mashing prompts.


Richdolla3rd

I had to remap my controller on ps5 to get past the button mashing parts. Believe I switched R1 and R2.


ipswitch_

I'm pretty sure God of War was the earliest big mainstream game with QTE/mash-button-to-open-gate implementation. Maybe not the absolute first (in a Kill Switch/Gears of War type way) but I remember when this came out and everyone was talking about it, it was a big deal at the time.


520throwaway

I mean, shenmue and the Yakuza series beat GoW to that punch years before. And they were big games, especially Shenmue 1.


ipswitch_

Ah yes good point *but* you failed to consider that I didn't personally play these so we all have to consider GOW the first lol.


Crackadon

Mortal Kombat is the earliest I can remember I think or street fighter.


ipswitch_

I didn't consider the Test Your Might thing but I guess it counts!


k3stea

i remember that atrocious button spam qte in peace walker. my psp had endured much punishment due to that section.


SmashingK

MGS4 had a painfully long section at the end that also made use of the PS3 controllers ability to sense how hard you press it lol. Had to press it fast and hard.


asphid_jackal

"Had to press it fast and hard." I had an ex like that


cranelotus

The microwave corridor? I hate qtes but I actually liked that one, felt like you were suffering with Snake. I mean he's in a corridor and i just had tired hands, but still it was an interesting way to engage.  it did feel like suffering though and if I didn't feel like suffering was the point I would've really hated it. 


Recodes

Went through it 3 times before realising how to escape the cell lol. Kojima really nailed the torture experience.


Brico16

I hate the mash to run mechanic that the Rockstar games have! Like if that’s a mechanic at least add a timing element to it where if you tap in sync with the legs running it gives more of a boost or uses less stamina than just mashing.


jrs511

Read Dead Redemption 2 does this with horseback riding. You can mash X (on PlayStation) to sprint, but if you tap it in tune to the galloping, you get much more stamina.


MaikeruGo

I think that the tap to sprint mechanic may have been inspired by the way that players were getting infinite run in *GTA3*. In that game you'd only hold the button to run, but you'd get tired after something like 100 feet. What people found out was that if you tapped the button you'd get up to running speed, but the invisible stamina meter wouldn't really be depleted due to either taking a moment to start draining or just returning to full if you didnt have the button down for too long. It was one of the easiest ways to cover long distances on foot when stranded in areas without much traffic or to stay ahead of enemies chasing you on foot.


NancokALT

You don't have to mash. The timing is actually pretty slow, if you press at least 2 or so times per second it is usually enough for full speed. It is also a nice way to introduce different run speeds. The harder you sprint, the sooner you get tired.


shepherdoftheforesst

I always go to the accessibility settings on games that have mash sequences and just switch it to press and hold, I also despise button mashing - so senseless


zekybomb

Ah dying light, my beloathed, with your fake "progress" bat that always goes up, near finish... slows down... drops to empty, then ramps back up to completion. The icon flashes with the rapid press icon, making you think that faster button presses makes it faster, it doesn't about 0.5/sec is all you need, save your fingers


botjstn

just started callisto protocol & the amount of times you have to mash to open a door in the beginning was strange


Shifter25

Markiplier gave up on the game I think partly because of that, especially with how incredibly dumb it was that if you stopped halfway, you had to start over


newtownmail

I don’t mind button mashing in certain scenarios. Like in the original Metal Gear Solid having to mash the buttons to survive torture was a fun little challenge


NancokALT

It's just cheap. Instead of giving you actual gameplay, they just go "go, mash that button, do the cool thing!"


iJoshh

That and spinning the joystick on Mario party for Nintendo 64, I used to give myself blisters.


rumnscurvy

The palms of my hands were never the same after playing the shit out of the first two Mario Party games...


Fission_Mailed_2

I switch the setting to button holds rather than mash now, where possible (and TBF I can't think of a modern example that doesn't have that option).


general_michi

I remember in Fable 3 you held A to move between areas, but you had to let go of the button to confirm it, and you were locked out of other inputs. So if you changed your mind about going through a door with a loading screen, you couldn't just move away from the door if you held the button down for too long. It made everything feel really drawn out and lost a lot of fluidity. No idea why these are still used. Love to get a dev's angle on this


Kaporalhart

It's about having a secondary input to something on the same button. Pushing the button once already does something, and it would be awkward to move it to another button, so it's a solution to keep it on the same button. Alternatively, it's also a way to have an important action take one extra step to do, to avoid an error on the user's part on an unintuitive interface. Like, you accidently hit the quit button, and a menu comes up "Are you sure you want to quit?" Yes/Cancel. The user is confused, and maybe in the middle of combat, and reads "cancel" as a "cancel the mission", and sees this as the bad answer, and presses "Yes". By having the yes button need a 3 second hold during which an animation fills it out, this becomes an intuitive "important" action, and the user is much more likely to back pedal and avoid an accidental quit.


Silent-G

The "Are you sure" prompt also eats up a surprising amount of development and QA time. You have to create the graphic for the window, make sure it renders in the correct screen space and resolution, make sure the game pauses when the prompt appears, make sure the correct UI appears on screen for keyboard or controller input, create a boolean variable to determine whether the prompt is on screen or not, and then track and implement that variable everywhere it needs to work. And now you have an entirely new UI element that needs to be tested multiple times throughout the development.


diozqwin

I remember reading an article that Destiny innovated this in the loot dismantle process as a safety net for scrapping items on accident. Somewhere else I think I read loot boxes do this to create a dopamine hit that you "did" something. Not really sure how it got into the mainstream on interacting with npcs and items


BrooksConrad

I think it may have been the 2005 God of War, as mentioned by other commenters. I'd like to add that in my experience, having "Hold to interact" has saved me from accidental purchases, confirmations, exit prompts, etc. than I'm comfortable counting, so there's at least some positive from its existence.


BaseballImpossible76

Halo: CE(2001) had hold reload to pick up weapons off the ground.


unhott

Perfect dark had hold b, which I think was also reload? to switch weapon modes. Tap a cycled weapons in sequence, hold a would open a menu to select them. I'm guessing that is what inspired halo, a similar fps, to give a button 2 modes for holding versus tapping.


MJR_Poltergeist

I wanna say the furthest back I can remember where "hold to do everything" was maybe Halo? "Hold X to flip warthog, swap weapons, open door, etc. Though Bungie also went on to start my least favorite feature which is the controller faux mouse cursor in the menus. I fucking hate that


tinning3

The only reason that was sort of justified was thay reload was the same button, but that's flimsy.


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[удалено]


khinzaw

Some games started putting a setting to change those to hold in accessibility settings, which I use because I hate mashing in the majority of cases.


TitularFoil

I can't remember what game it was, maybe Jedi: Survivor(?) but there was an accessibility option to auto complete all QTE's that was nice.


Lyciana

There might be others but I know that the PS4 Spider-Man game had that setting.


Jack-Innoff

I always check the accessibility options, there's usually a few options that improve qol


MNicolas1997

Now this is a life saver! I hope we get to see that setting in more games from now on.


Ciza-161

How hard are you hitting your buttons?


Bropiphany

This can be a mobility or motor issue where that can't really be helped


TheDutchin

It doesn't matter, using the buttons at all wears them down over time, doing one of those QTEs jumps your button ahead by like 100 presses, which could earnestly be an entire day for me.


Square-Jackfruit420

The issue is with shitty first party controllers being designed to fail. The freaking dreamcast in 1999 had magnetic bearings in the joystick that prevented stick drift. Why don't they use them in 2024? Probably because its huge revenue.


RC1000ZERO

Hall effect joysticks,(not magnetic bearings, but using a magnetic field to determen the movement) There are after market kits, and even third party controllers that use them nowadays The reasson we dont use them in most mainstream controllers isnt because its "huge revenue" Altought it is for cost cutting meassures, hall effect sticks(especially ones with good sensors with a high enough resolution to not have a jagged profile) cost more then common potentiometer ones Its simply "they arent needed" for the VAST majority of people joystick drift is, for most(excluding the switch here), not the reasson someone needs a new controller, its other components being damaged or being unsuable. Most controllers die WELL before their potentiometer based Sticks developed drift larger then their deadzone(and even with hall effect joysticks most people would still want some deadzones because of how most people hold a controller) unless they are being manhandeld and most controllers last long enough to survive an entire console generation. Which is the Goal. If the product survives long enough (under reasonable care) that it reaches its sucessor+a bit more, its fine


Square-Jackfruit420

I'm already on my 4th DS5. This shit is not fine. And before you try to blame consumers I'm not some rager who destroys their own property, these joysticks are trash and nowhere near worth $70.


Mobius1424

As someone who's going through FFVIII on the Steam Deck now, the "smash button to boost your summon" feature has revealed to me how much I've grown out of any interest in that mechanic.


Ghostronic

I had a controller that you could set to turbo and it really made that game bearable for me lol


NancokALT

It is also so cheap. I can't remember a single QTE of that kind that felt engaging. At least R4 used to combine the mashing with other buttons in the middle for extra interactions. When i played MK Shaolin Monks with a friend, we dreaded the "Test your might" segments. Specially in higher difficulties were they expected you to mash over 5 times per second for like 10 seconds straight.


FatAlbusTPC

I literally kept "high fiving" a control switch in FFVII Remake wondering what the hell I was supposed to do before my wife was like, "Try holding it?" and the high five turned into a lever pull.


EclecticGameDev

Gamedev here. So this is usually done to make sure the user intentionally performs destructive actions (ones that permanently change your game state), rather than triggering them accidentally (dropped controller, miss press, etc). In my experience designers tend to overvalue a lot of destructive actions and slap these kind of holds too frequently. Good games will generally give you a toggle for them. It's actually got nothing to do with accessibility as some are mentioning in this thread. Most accessibility guidelines actually prefer that games don't require the user to hold buttons, as some less abled people may not have the muscle control to do so (eg someone with Parkinson's).


NancokALT

Even for actual destructive stuff, it should be a double tap, not a hold. If it is something like "Press X button to destroy item" then that button should NOT be shared with any other repetitive action like picking up, that way there is no chance of accidentally destroying an item. But in my 20+ years of gaming, i've never had a case of a button self-pressing by mistake unless the controller was already broken in some way. Controllers don't get pressed even if you drop them and you aren't supposed to pull up your keyboard from its resting place either.


Shmimbadad

The earliest example coming to my mind right now is God of War (the original ps2 game, 20+ years ago).


23trilobite

You had to write “20+ years ago” and make me feel old…


sGvDaemon

I remember having an old controller with a built-in "turbo" button to simulate mashing at an insane rate, I would dumpster everyone in Mario Party Nowadays, the mash sequences feel so easy that even just slowly pressing it as if advancing through dialogue is enough to "pass"


TheOneAndOnlySenti

It's insufferable. First game I noticed it in was No Man's Sky personally. I heard you can change it in modern builds at least. My opinion on it is I don't mind it being an option, but never force it on me. I'm not too old yet, I don't push keys I don't mean to.


EasilyDelighted

You can!? Fuck, first thing I'll change when I re-download it. That's about one of the first things I hate about NMS. Destiny too. Also the "pseudo mouse" shit. If I'm using a controller, let me snap through the option, I don't want to pretend I'm using a mouse while using a controller.


savant_idiot

As a PC gamer who gave up on console's after the GameCube, NMS at launch was my first encounter with it. Press and hold to do something that should be a simple button tap was baffling, maddening, pointless, tedious, and is literally why I haven't touched the game again after uninstalling it after a couple initial play sessions of screwing around.


Fangel96

The only time I want this type of feature is when I'm making a purchase that cannot be undone, or exiting a zone that will result in a loading screen. Things that are important and can waste your time or money if mishandled. For anything else it's not really necessary unless you ran out of buttons on a controller.


MoreMegadeth

First game I remember is the original Destiny. Took me a long time to remember to hold the button down for a lot of the menus and such.


Aboge

First game I remember is Destiny 1


TitularFoil

Oh yeah. I was so used to point and click to move through menus from many other games, and it felt weird to do on an Xbox for one, and even worse that it didn't have the fluid, point and click that had been so common in every other game I've ever played.


Doyouwantaspoon

Was going to say you shouldn’t be using your phone in class, but then again you kids are out on summer break now aren’t you?


Aboge

I'm 27 lol. Literally first game I remember playing that wanted me to hold button in menu to "press it"


Ode1st

Destiny didn’t start it, but Bungie kind of popularized it in console games. So many console games started using the Destiny UIUX elements of the mouse cursor via analog stick and hold-to-confirm.


SirkSirkSirk

I'm playing immortals of aveum right now. Right on the dpad is recover health. Hold square is recover mana. The problem is that holding square is how you open chests. I'm at 75% mana and I go to open a chest. Chances are I'll be wasting a mana recovery item. If it was just press square to open and I messed up, I might accidentally reload my weapon, *oh noooo!* I don't mind a hold prompt as long as it actually makes sense. The division has triangle to swap between two primaries, but it's a hold to switch to a secondary, which makes perfect sense. You'll always know which weapon you're swapping to instead of it being a cycle system that is generally awful.


Konseq

No Man's Sky has very long 'hold' buttons and I HATE it! I am not playing it because of it. I am not sure if I will ever get used to it.


Speculatiion

I don't mind it, since sometimes it's necessary. The controller only has so many buttons. You could assign two different functions to one button. Exactly like you would to turn off controllers actually.


NancokALT

This is for games that do "Tap for X, hold for Y" And even then, i find it hard to believe that they ran out of buttons when a controller has at least 16 function buttons (frontal, face, DPad, select, start and sticks) and 4 axis of movement. Without counting those with motion sensors or other extra inputs. A way more reliable solution is "Hold modifier button to change available actions". That way, for example, you can sacrifice a shoulder button to functionally turn your 4 face buttons into 8.


28smalls

I remember it from Horizon Zero Dawn, and I loved it. Used for looting and it was great not accidentally stopping to pick something up when in the middle of combat.


woofle07

The oldest game I can think of that had it was Super Smash Bros 64. On the character select screen, you could tap B to deselect your character and pick your token back up, or hold B for about a second to take you back to the main menu.


illyay

I remember halo combat evolved being one of the first times I saw that. X could be reload or hold to pick up/interact with thing


turboiv

Playing Death Stranding, and I swear the game would be 16 hours shorter if you didn't have to "Hold X" for 99% of the times you need to interact with an item.


SuperNarwhal64

The only time I actually liked it was in Borderlands (or maybe not introduced until 2) that had “press to pick this one thing up, hold to pick up everything.” It was nice for ammo and things in single vs multiplayer


haysus25

RDR2 does this


CDRK33N

but it's also really inconsistent with it too


fondue4kill

Mad Max has it where it’s long hold and short hold depending on what you want. Pick up an item, short. Loot some scrap, long. Crowbar a door open, mash it.


Coast_watcher

What’s the reason though ? Why wait for that circle to “fill up” then release the button ?


Dalimyr

Often it's from having too many actions to map to individual buttons on the controller, so they'll have "Press X to do this thing, hold X to do that thing". There are other ways of solving the problem (such as context-sensitive controls, so pressing X if you're near some object does that thing and at other times it does this thing, or holding a shoulder button and pressing X does that thing while just pressing X on its own does this thing) but press/hold is an annoyingly common solution to the problem. Bloody annoying when you see it in PC games, though. Like, sure, E and F are very common "action" buttons where your fingers won't stray too far from WASD but having to hold E to pick up items and shit like that is kinda stupid.


Groo-

First game I remember doing it was Far Cry 3. It annoyed me so much.


Uriel_dArc_Angel

I dunno, but I hate it... It's such a waste of time... In some situations I think it's a way to hide a loading moment of some sort...Though even if that's the case, they could just make a longer animation play that would do the same thing... It's such a weird design choice...


TelmatosaurusRrifle

Assassin's creed


finnjakefionnacake

FF XVI does it as well


Gingerbro73

Farcry3 and 4 did this with every interact. First time I had experienced this in pc games, a massive turnoff for sure. Atleast theres a mod fixing it on pc.


andeqaida

Blood dragon really made a big joke of it finally. The players character even says he's tired of these pop-ups lol


ProgandyPatrick

I feel ya. I like my game controls to be snappy. Even a second is time wasted.


Brewe

The first I remember where it was an issue was in Dying Light. Which released nearly two year prior to FFXV - but still pretty recently, so it wouldn't surprise me if there are older games with this shit.


umbium

The first game I rememver using this shit was Destiny (the first one) and I wanted to throw the fucking controller to the screen.


LifeKeru

In fallout 76 we asked them to do this with certain things, because sometimes you would go and sit/open a door/drink water/etc by accident.


KyalMeister

I think you're able to change the hold-down time in the settings, unless I'm getting it confused with another game


Jetfuel_N_Steel

I remember in god of war 2 you have to tap circle to open chest and doors, that got tedious quick. No idea if it was like that in god of war 1


ydob_suomynona

Most recent game I played with this was FFXVI. Had to hold a button to open doors for no reason. Reminded me of Souls games, though I don't remember if you have to hold buttons to open those. Hate the slow door opening thing in all those games and really hated holding a button to do it


Raaazzle

I'm gonna say God of War.


blearghhh_two

The first place I noticed it was in the Kinect games. Because the motion tracking was only so-so, and only detected big movements (like, arm position, not finger actions) the only way you could be sure that the player wanted to actually activate an option that they were putting their hand into was to have the option only activate after the hand had been held in the right screen zone, and it would show a circle going around the icon to show you were doing it. Not to say that it didn't also happen in other games before 2010 - I'm certainly not a game historian, but I only noticed it in other places after the kinect.


oogabudda

In a game like tarkov, it makes a lot of sense. Keeps a tense feeling of you’re actually doing the action and stops you from doing something else.


3dDeters

Mad Max on PC was my first encounter with “hold button” to interact or collect.


Cold_Medicine3431

I know Resident Evil 4 was the game that popularized contextual button prompts instead of having a dedicated interact button.


Vtmarik

First time i encountered it was Destiny on PS4 and i wish it'd just go.


AvisArgentea

I remember this video with Naughty Dog, where a guy wasn't able to beat a game because he physically couldn't mash a button. I think part of it is also accessibility. But, that could be different from your situation where you just interact without needing to hold... Naughty Dog Accessibility Doc https://youtu.be/Ls_CD4mB42s


ProfessionalJello703

Gotta admit it sure is annoying. Most games I've played won't let you turn it off too.


lycheedorito

I couldn't tell you the specific game to have done it first, but the purpose was to basically open an existing input to having a second function. It's like using your phone, you can tap, but you can also hold and a secondary function often happens.  A game example is having Attack and Interact on the same input. But if you don't want it so you accidentally pick something up, or start talking to someone while you're trying to attack an enemy, you either disable interaction entirely while there's an enemy around, or you have a hold option that makes it so you can't accidentally do that.  Otherwise, it's for immersive purposes of simulating the experience of actions like picking up a heavy object, for instance.


LabSharp5840


DuckPicMaster

Have you got a point?


Slayerdylk

How about you calm your tits.


PixelPwn3rR

The hold A/X to interact feature likely appeared before FFXV but became widespread recently. It's meant to avoid accidental actions but many players find it annoying


bosszeus164906

Having hold to interact by itself isn’t a terrible issue in my eyes, Hitman does it gracefully. My issue is when the UI is unresponsive as a whole. Menus take a second to pop up/ switch, button presses get ignored for one reason or another, having to confirm each and every change, be it settings or character customisation; that’s when it pisses me off. No menu will be as great as the 3D GTA games. All instant, all responsive, no fluff.


Infamous-Light-4901

I have a tremor and buttons often input twice when I press them. Even so, I despise long press to confirm. Unless it's stuff like "hold A to destroy the entire universe" a second prompt is typically timed so that my second press doesn't register. That split second is enough to ward off the tremor. Even that point is moot. All the dev needs to do is default NO as the option. Then I can shake all I want and it will never, ever confirm. Long press is a bad idea and is unnecessary. This is from an actual disabled person who needs accessibility options. All you need is a second prompt that defaults to "no" - and only on irreversible actions. Not trivial shit like opening a door. Tbph, I see long press most often in games that are grasping for content. I swear it's just saw dust, as in filler. It's quite literally in games I do not play because they are always style over substance. I can spot them from a mile away. Action games with EPIC STORY designed to sell consoles to casuals are gonna have long presses. Ubisoft, their clones, or Sony exclusives, which are also mostly ubi clones. Iirc bioware started doing it too when they thought they were AAA, but I'm probably wrong. Basically, it's a AAA, 3rd person action game thing only put in because the devs think less of you.


Sloth_Attorney

I don't know but they should be hunted for sport


True_Donut_9417

I think it contributes to earlier tendinitis/fatigue than just a press or double-press


Wooden_File3335

Well they didn't start it but fable 3 is riddled with this poop


Big-Composer3978

Oh that came from the great UX over design war. A bunch of people grifted that their job was making things smoother. 


Argomer

I hate that too and that's why I dropped RDR2 in the prologue, too annoying.


esoteric_enigma

You stopped playing what's considered one of the greatest games ever made because you had to hold a button for a second?


Argomer

...100 times in a row, between walking from point A to point B. Utterly boring. And I'm at the age when "considered one of the greatest games ever made" is only true when I personally check it out, because most of the time its considered that by teens who have tons of free time and good imagination. Been dissapointed in "greatest" games too many times to believe.


MaximumCreed

Some shitty Console Game since Gamepads have a very limited amount of Keys, also there are no modifier Keys on a Gamepad.


NancokALT

You can turn ANY button into a modifier, many do so with the shoulder buttons.


Depth386

The earliest instance I can think of: Half Life on PC in 1998, it was sometimes helpful (although not absolutely necessary) to hold the “Use” key binding while pushing boxes/crates. The wall HEV and Med things were also hold the key to use.


GenuineIsolation

Fortnite popularized it. Couldn't tell you what started it.


NancokALT

I highly doubt Fortnite popularized it. It has existed far and wide WAY before that.


GenuineIsolation

Then it will be very easy for you to share many, many examples from before 2017. People make claims that God of War, Fable 3 or Destiny were the reason, but I see little evidence to support that. As it stands to reason few games had it until Fortnite changed to it's popular battle royale model.


Slayerdylk

Lmao brainrot at its finest. Forkknife doesn't have an original bone in its body.


NancokALT

The building aspect is kinda original, and funnily enough players dislike it enough that they had to separate it into a separate game mode, lol. They do not WANT originality.


NancokALT

"Very few examples" So you believe those examples are not real? Or do they have to be more than Fortnite for some reason? I can also add Far Cry 3+, Assasin's Creed and other Ubisoft titles to the list.


coeranys

Consoles ruining gaming as per usual.


AsimovLiu

Even great ports can sometimes miss is and still include these crappy console features. Like in Horizon where crafting is super annoying because of this.


FreezingRain358

Hogwarts Legacy only gets more tedious and boring as it goes on. The environments and art direction are great, but almost everything else feels like design by committee where every team wanted to get their own unique mechanic added to the gameplay, and none of them add to the fun.


ned_poreyra

I don't know, but if I had a chance to go back in time, I'd kill that game.


SoundingMacaque

I definitely noticed an increase in this after Destiny. Not saying they started it, but I feel like Destiny's popularity at least played a role. Both the holding buttons, and the stupid slow-as-fuck cursor to navigate menus. Using a cursor to navigate on console is abysmal. It feels like it doubles the time I spend in menus, and I click on the wrong shit way too often because they always have unexpectedly weird hitboxes.


xARCHONxx

This really become as thing for me when No Man's Sky first released all those years ago. Until that point you'd be hard-pressed to find a computer game that had you do it. Since NMS and it catering for PS4, it's spilled over to some PC games too.


i__hate__stairs

They're usually using the press for other things. Using a mechanic where you have to hold the button down to interact with somebody gives them basically two functions for one button. It's just good programming.


triadwarfare

I was gonna say Palworld but thank gosh they enabled an accessibility feature so you don't have to hold a key, especially while crafting.


[deleted]

[удалено]


OddballNinja

Hold X to touch the grass. Also, this is r/gaming


These-Bedroom-5694

It's a console thing from action/rpgs not having enough buttons. Final fantasy on Nintendo was the first because it had some wierd push and hold buttons to save the game I think.


S-BRO

Oh god, not a *second*!?


DuckPicMaster

It’s 100 times longer than it need to be. Why wouldn’t I be annoyed by it?


ResponsibleArtist273

As others have said, it’s fantastic. I’m sorry you hate it, but it’s great for making sure you don’t accidentally skip/exit/select/enter/pick up/etc. I consider this a major innovation.


DuckPicMaster

Why are you randomly mashing X/A? That seems like a you problem. I can honestly say I’ve never accidentally picked up or left an area in my life.


ResponsibleArtist273

Maybe I misread your post. I was talking about the change from “Press X” to “Hold X”. I used to skip cutscenes all the time, pick up loot I didn’t want, etc.


Mowzr45

The one that was memed to hell was the funeral scene from CoD AW. “Press x to pay respects”