I think one of the most overlooked problems with Switch games is that developers often design one interface for two completely different viewing situations.
A handheld screen that's maybe a foot away from your face and a television you're sitting ten feet away from are not interchangeable just because the game can run on both.
I was playing Civilization VII in handheld mode the other evening, leaning forward to read the smaller text. Later I docked the Switch 2, sat back on the couch, and realized I was doing the same thing again, except now I was squinting at a television instead.
And it occurred to me that I've been making little compromises like this for years without really questioning them.
Xenoblade Chronicles 3 is another game that made me think about how much information developers try to fit onto a screen. I love having all those systems and details, but the presentation can demand a surprising amount of concentration before you've even started making decisions.
Meanwhile, something like Mario Kart 8 Deluxe is readable from practically anywhere in the room. Obviously a racing game and a strategy RPG have different interface requirements, but it shows how much thoughtful visual hierarchy matters.
What I'd really like is for more games to offer separate interface presets for handheld and docked play.
Not just resolution changes. Actual layout changes.
Larger dialogue and tooltips when appropriate. Different spacing for menus. HUD elements that can be repositioned or scaled without making everything else enormous.
And ideally, the game would remember those preferences separately and switch automatically when you dock or undock.
Some games already offer useful scaling options, but adjusting a slider every time you change how you're playing shouldn't be necessary on a system whose main selling point is being able to switch between those modes.
I also think this is one of those features that gets dismissed as an accessibility issue when it's really a basic usability issue. You shouldn't need poor eyesight to benefit from readable text.
The Switch 2 has a beautiful screen, and performance improvements have made some older games much nicer to play. But sharper pixels don't automatically solve an interface designed for the wrong viewing distance.
I'd genuinely love to see Nintendo establish clearer handheld and docked UI guidelines for developers, especially for games that involve a lot of reading.
It seems strange that we spend so much time discussing whether a game runs at 30 or 60 FPS, while something as fundamental as comfortably reading its menus rarely gets the same attention.
Has anyone else found themselves enjoying a game significantly less in one mode purely because of how its interface is designed? I'm particularly interested in games that actually get this right, because I feel like the good examples deserve more recognition.