I was recently discussing Farcry 2 with some friends and how cool the fire spread system was - And how it essentially was never used again after that title.

Is there a cool feature or mechanic you've seen in a game and hope to see more of?

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[–] 81 points 11 months ago (8 children)

Nemesis system. But Wanker Warner Bros tossed a patent on it and no one else could use it.

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  • [–] 40 points 11 months ago

    The nemesis system patents and Namco's loading screen mini game patent are two examples of why game mechanics and features should never be granted an exclusive patent.

    Of course Namco's patents expired in 2015 at a time when seamless load screens had become the industry standard.

    Who knows what the gaming landscape will look like when people are finally able to get their hands on the nemesis system again?

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  • [–] 12 points 11 months ago (2 children)
  • [–] 27 points 11 months ago

    There's plenty of better deep dives on YouTube, but basically it's a system in Shadows of Mordor (and moreso in Shadows of War) that would take a random NPC you were fighting and were joined by (or almost killed,) and elevate them thematically. If one knocked you down there's a chance they would pick up your sword and break it, smack talk you, and walk away. That guy, of his name was Doug, became Doug the Sword Breaker. Never time you saw him, he'd get a short introduction and a quip or two to remove you of who he was.

    If you died, since you were a spirit they'd just mock that they already best you before. But if you were killing them, they might get a scene where they manage to get away to amplify the story. Or maybe you'll just kill them. It was random and happened with random NPCs, elevating them in the enemy army.

    I believe in the second one you could even mind control someone, and take out the people above them, and have a spy in the upper ranks.

    Imagine an action game with some Crusader Kings plot drama happening.

    Honestly I think there's probably enough prior art to get away with using whatever you wanted from it. But a) I'm no lawyer and b) I'm not risking millions of dollars making a game.

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  • [–] 8 points 11 months ago (3 children)

    I'm currently enjoying a Skyrim playthrough that uses the Nemesis mod. It doesn't have ALL of the features that the shadow series does of course, but I'm really enjoying it!

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  • [–] 6 points 11 months ago (2 children)
  • [–] 56 points 11 months ago (10 children)

    It didn't really take off to begin with but dual screen support like Supreme Commander had with the real-time map overview on the 2nd monitor. It could be a skirmish map or live track map for a racing game, live scoreboard, player status or inventory system.

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  • [–] 15 points 11 months ago (4 children)

    I think you're describing the Nintendo DS.

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  • [–] 6 points 11 months ago (3 children)

    Yeah I guess I am. Just give it to us in a bigger form.

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  • [–] 2 points 11 months ago* (last edited 11 months ago) (2 children)

    Racing sims typically support telemetry that can be used to display info for the driver or overall race info. E.g. a dashboard on a phone mounted to the wheel stand, or a realtime online display and timing. People even make devices like wind simulator or ass-shaker for immersion.

    Check out SimHub for customizable widget software that supports many games.

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  • [–] 1 point 11 months ago (1 child)

    Yeah I do all that myself with ETS2 but wanted to give another example.

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  • [–] 1 point 11 months ago

    Actually, when I played ‘OpenTTD’, i.e. the remake of ‘Transport Tycoon’, I wanted the game to broadcast telemetry of my enterprise's economy, so I could dump it into a spreadsheet and gawk at the numbers. This indeed could've also been a second-monitor activity (or rather, second computer since I played on a tablet).

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  • [–] 51 points 11 months ago (5 children)

    Fun unlockables by doing some cheat.

    Imagine telling a FIFA player that you used to be able to have a dog as referee by doing the Konami code. And it was not behind a fucking paywall.

    International Super Star Soccer for SNES had this: https://www.youtube.com/watch?v=sYaHPm-yDl8&t=63

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  • [–] 21 points 11 months ago (2 children)

    Dude I miss unlocking fighting game characters. Now they're all purchaseable... Like you literally can't just earn them from beating the arcade mode - that is if the game has an arcade mode to begin with these days

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  • [–] 3 points 11 months ago

    The number of "cheat codes" that were actually just bonus content. Like I remember there were codes in Diddy Kong Racing where you could change all the power-up balloons to any color, like all red or all blue. I also remember there were codes in Mechwarrior II that unlocked a few mechs. Like, there were NPCs in a few missions that were a Tarantula, a Battlemaster, and there were elementals in one level. You could cheat to play as them, but the Battlemaster crashed the game.

    Good times.

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  • [–] 46 points 11 months ago (1 child)

    Split screen coop/multiplayer

    Way too many games only let you do multiplayer with one player and have online only coop campaigns

    Used to be pretty standard that a guest could play with you online

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  • [–] 35 points 11 months ago (7 children)
  • [–] 3 points 11 months ago

    The grappling hook was a common mod in the original QuakeWorld scene and was included in the official Quake II CTF game mod. I'm surprised it didn't become a mainstay in games afterwards, it was so fun to use. Shogo: Mobile Armor Division had it built in and was one of the most fun FPS games I had ever played until cheaters took over.

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  • [–] 30 points 11 months ago (4 children)

    Mods and self hosted servers

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  • [–] 3 points 11 months ago (3 children)

    This seems fairly common among the survival games genre.

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  • [–] 1 point 11 months ago (2 children)

    mind sharing a few titles?

    I stopped looking into much new stuff beyond word of mouth, last I played was Neither, I think, and it was very disappointing that that didn't go anywhere. neat that you can still run a server, though

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  • [–] 24 points 11 months ago (1 child)

    Destructible buildings like in Red Faction: Guerilla.

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  • [–] 10 points 11 months ago

    That's the thing I miss the most. We have such insanely powerful hardware now and yet we never exceeded 2009 in destruction tech.

    Teardown scratched that itch a little bit but it lacks proper building physics.

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  • [–] 24 points 11 months ago (7 children)

    I was recently discussing Farcry 2 with some friends and how cool the fire spread system was - And how it essentially was never used again after that title.

    In case you didn't know, Zelda Breath of the Wild and Tears of the Kingdom have a very similar fire spread system.

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  • [–] [S] 8 points 11 months ago (2 children)

    Oh that's true, I did forget about that one.

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  • [–] 42 points 11 months ago (8 children)

    I want to see puzzles that are implemented using the physics engine. And I don't mean "toss the axe in the proper arc to trigger the gate" physics. I mean "stack the bricks on one end of the seesaw to balance it long enough to make the jump to the next platform". Or "use the blue barrels' buoyancy to raise the platform out of the water".

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  • [–] 23 points 11 months ago (3 children)

    Yesss and more destruction physics. I miss watching cars crumple and get torn apart like in the burnout games. There was a really old ww2 dogfighting game where the plane wings could get sawn off and you'd see this smoking plane spiralling into the ground while the wing flew off in the opposite direction before the plane exploded on the ground.

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  • [–] 10 points 11 months ago (3 children)

    I think those were mind blowing when I first played hl2, just because real time physics and destruction was novel, but now I think they grind the pacing to a halt. I think they just don't work in an action shooter IMO.

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  • [–] 6 points 11 months ago* (1 child)

    My opinion is the exact opposite. Narrative games, even action shooters, need to have high action and low action parts in balance. If high action segments are excessive, it can lead to combat fatigue. If low action parts are excessive, the player gets bored and the pacing dies.

    Half-Life 2 E1, the "Low Lives" chapter, has probably the most stressful combat in the game because the player has to balance so many things. Shooting the zombies attacking Gordon versus helping Alyx fight. Helping Alyx versus keeping the flashlight charged. Firearms versus explosive props. All of that in oppressive darkness. Combat fatigue sets in. The short puzzle segments, even as simple as crawling through a vent to flip a switch, are opportunities to take a breath, absorb the environment, and prepare for the next segment -- especially at the end of that particular chapter, when the player escapes the zombies and has a chance to wind down.

    At the same time, puzzles, by their slower nature, are excellent for delivering narrative and player training, and to let the player absorb the atmosphere. Alyx's first encounter with the stalkers in "Undue Alarm" wouldn't have had the same emotional impact if the player could just pop them in the head and move on.

    In contrast, most of "Highway 17" is just a prolonged vehicle-based puzzle. By the time the player reaches the large railway bridge, they might be sick of driving. I know I was. It's a relief to finally engage in some platforming and long-range combat while traversing the bridge.

    So what are the narrative values of my two examples? The cinderblock seesaw in "Route Kanal" is just player training. A show, don't tell method to let the player know that physics puzzles will be a factor. It's also a short break after the on-foot chase, before the encounter with the hunter chopper. In "Water Hazard", the contraptions serve a larger narrative purpose: they're the tools of the rebels' refugee evacuation effort. The player utilizes them like one of the refugees would have.

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  • [–] 2 points 11 months ago

    The best bits of the Half-Life games are the more slow parts. Just taking in the environmental storytelling, solving simple puzzles, etc. Helps to make the more action sequences feel more impactful and intense.

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  • [–] 3 points 11 months ago

    When I was replaying ‘HL2’ around ten years ago, I ran around the whole map looking for where I can get outside of the plot course, especially in the slower parts of the levels. This culminated in me driving the hoverboat up a three-meter-high wooden platform, falling from that platform myself, and not being able to climb up again to get the boat. After which I had to run from the attack helicopter on foot, and swim by myself later on that level.

    I use about the same approach in the original ‘Deus Ex’, which I've been replaying recently: investigating every nook and cranny, being 100% stealthy, trying to go where the game shouldn't allow me to be. I actually found an exit from a scripted part of a level where only one path is normally possible — though there was nothing to do outside of that part. The game also gives experience points for getting into some remote or secret places.

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  • [+] 18 points 11 months ago* (last edited 11 months ago) (4 children)
  • [–] 4 points 11 months ago (3 children)

    whyd you write my comment for me

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  • [–] 4 points 11 months ago (1 child)

    I want to see more modular building for vehicles and bases and fun traversal options. So many open world walking sims, it gets old. Or fun mounts that are more than just faster walking. (Rdr horses but fantasy beasts that ride differently)

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  • [–] 1 point 11 months ago

    No one brings planes into sht, why don't mmos have magic planes, idk if seeing it in random anime as a kid changed my expectations but we should have ww2 magic based planes. Bothers me so much that fantasy societies are supposedly so smart, have such advanced magic, but couldn't come up with magic cars. Like suspension, engines, etc. are just too complicated for them.

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  • [–] 15 points 11 months ago* (last edited 11 months ago) (1 child)

    Tanking with shields (force/kinetic shields in sci-fi games, not physical shields)

    I liked when games let you face-tank damage with your shield (like in Mass Effect, before Andromeda where they made shields weak af and even removed shield gating) and not having to care for healing (unless you lose all your shields)

    I don't know if it's due to the souls-like trend, but it feels like game developers need to make punitive games nowadays

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  • [–] 4 points 11 months ago

    Battlezone II had force shields. They used your vehicle's weapon energy. The shields used energy, and also taking hits would drain your energy. You needed a ship with fast energy regen to make the most use out of them. One ship from the X-Mod mod, the Jade Falcon, could actually regenerate faster than the shields drained. So you could keep them on all the time, and still shoot some. It wasn't invincible by any means, but that regen speed plus the fact that the radar ping twice as frequently made it my absolute favorite ship.

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  • [–] 25 points 11 months ago (4 children)

    Arcade racers that aren't just... Bad.

    Burnout Revenge was a beloved game of my childhood. You had bonuses from wrecking your foes, got bonuses for creating wrecks, and for near death experiences. And there was an awesome mode where you would launch your car into a scene to cause as much damage as possible.

    Midnight Club 2 where you could customize your cars and race them on fun tracks, but could also just beep around the open world.

    Maybe it's nostalgia, but I would love a fun racing game that doesn't have a GTA attached to it.

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  • [–] 4 points 11 months ago (1 child)

    This is literally why people spend $500 on a switch 2; it has the only arcade racer on the market worth playing. If you don't want a single-game console or Mark Kart isn't whst you're looking for, tough luck.

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  • [–] 2 points 11 months ago

    Try ‘Wreckfest’: it's similar to ‘Burnout’, but with better physics. Also ‘Circuit Superstars’ for a top-down racer with decent physics, pit stops, and multiplayer.

    There are also ‘The Crew 2’ and ‘The Crew Motorfest’, ‘Tokyo Xtreme Racer’, ‘Asphalt Legends’, ‘Formula Legends’, ‘iRacing Arcade’, and of course ‘Forza Horizon’ 4/5 — but I haven't played any of these, so ymmv.

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  • [–] 12 points 11 months ago* (last edited 11 months ago) (11 children)

    A mechanic to permanently gain new attacks and/or abilities by mastering equipment. I haven't seen that many games have this mechanic and it's mostly been adult games for some reason. I think Kingdom Hearts: Birth By Sleep is the only non-adult game I've seen to have this mechanic.

    I just remembered another one. The Gambits system from Final Fantasy 12. I've always liked this mechanic because it almost completely automates battles, allowing you to focus more on exploration and treasure hunting. I have only seen two games do this and, once again, FF12 is the only non-adult game I've seen with this type of mechanic.

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  • [–] 7 points 11 months ago* (last edited 11 months ago) (6 children)

    Clair Obscur Expedition 33 kind of has the gaining abilities from mastering equipment thing you mentioned, it's not really equipment in that you can't see the items being put on, but you equip items that give abilities and after a few battles with it you master the ability and can change to another item but equip the ability through a separate resource pool.

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  • [–] 5 points 11 months ago (5 children)

    That is actually part of what I meant by having permanent access to the ability. One of the games I didn't mention in my comment does it like that, where you get the abilities by mastering equipment but then you have to use AP to actually activate it like how abilities were in Kingdom Hearts 1 and 2. I've actually been interested in playing Clair Obscure because I've heard that it's one of the best RPGs to exist. The only problem is that, because it's a modern game, I don't know it it'll run on my computer and I don't have another way to play it.

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  • [–] 3 points 11 months ago (3 children)

    You can always try it out and refund it on Steam if it doesn't run well (or pirate it, test it, then buy it if it does). The prologue is actually one of the most hardware-taxing parts of the game, so you'll know in about 20 minutes if your system can play it well.

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  • [–] 1 point 11 months ago (2 children)

    I could do that but I might have to wait until we switch ISPs. My current internet speed is terrible and the ISPs that we're looking into have significantly better speeds. For context, I'm currently trying to download a game from Itchio that's only 700 MB and, on top of the fact that it keeps failing, it needs over half an hour to download for me.

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  • [–] 2 points 11 months ago (1 child)

    Ah, in that case you'd definitely want to get the game via Steam or torrents. Both of those options have resumable downloads so if you're on slow Internet it'll just be... Slow. It won't "fail and need to restart". It'll just take a day or whatever to download.

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  • [–] 1 point 11 months ago

    Yeah, I've downloaded games through Steam before. I actually had to switch over to the Itchio desktop app because downloads through their desktop app are more stable than their website. And yes, I know that I should probably just use their app to download games but I just hate using app stores on PC, it's the same reason Steam isn't my preferred source for games.

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  • [–] 3 points 11 months ago (2 children)

    Have you played Tokyo Mirage Sessions?

    Weird game in general, but some of my favorite turn based combat ever. I think you permanently learn abilities from weapons if I recall.

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  • [–] 1 point 11 months ago (1 child)

    No, assuming I found the game you're referring to, I've never owned a Wii U and while my mom owns a switch, I don't use it. I also don't think I'd be able to emulate it either. It seems interesting but I wont be able to play it right now.

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  • [–] 11 points 11 months ago (3 children)

    I really wished there are more games that implement something like the gambit system from FF12. My dream game is some monster / pet collecting and battling game plus the gambit system from FF12. now if only n*ntendo wouldn’t be such an @ss…

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  • [–] 6 points 11 months ago (2 children)

    Check out Unicorn Overlord (I know, awful name).

    Definitely a different kind of game than FF12, but the way the combat works reminds me quite a bit of gambits. Really fun game too, with beautiful art style.

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  • [–] 9 points 11 months ago* (1 child)

    I really want to see a god game with gestures, like black&white, make the jump to VR

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  • [–] 9 points 11 months ago (1 child)

    The Fiend's Cauldron from Kid Icarus Uprising. At the start of a stage, you have to wager currency on how high of a difficulty you want to attempt, on a sliding scale from 0.0 to 9.0. Higher difficulties cost more to play, and if you fail, you lose your bet and the difficulty drops if you choose Continue. It's an interesting system for how it forces you to check your ego and self-evaluate just how much you think you can handle.

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  • [–] 9 points 11 months ago

    Take a look at Half-Life 2's old Face Poser software. I feel like you don't see that sort of action-level control much anymore.

    Indie studios are evading the need for lipsync entirely, by making simple models, giving people masks, putting them on radio overlays, etc. AAA studios are overengineering it, putting a $4,000,000 actor in a motion capture suit for each of their cutscenes to capture every fine detail as they stare in wonder at the white ping-pong ball in the studio with the sign written; "LOOK HERE".

    Face Poser was a good median; it's where the director gets control, but you don't need a vast technical setup beyond animations, some vowel extraction, and some basic know-how. It means that if the director wants to add a criticism "No, character B should give a dubious, unsure look when character A says that", it's something they can apply directly rather than ask the animators to do by hand.

    For some reference, old machinima like Clear Skies, or my own "AS" made use of Face Poser.

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  • [–] 9 points 11 months ago

    The scrolling health bar in Eartbound/Mother

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  • [–] 8 points 11 months ago (2 children)

    Did you know Shadows of Mordor copyrighted the Nemesis System and then proceeded to never use it in any other games ever again despite people calling out for it?

    That's one I'd like to see

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