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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31h

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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73h

Mechanics from the Mercenaries series. Destructible buildings, getting weapons and vehicles dropped to you anywhere at any time. Being able to ally with different factions. Oh, and the ability to call in airstrikes. Bunker busters, cluster bombs, artillery barrages, etc. Just Cause and Metal Gear Solid V are the closest things to that. But they just aren’t the same.

Oh, and the ability to just fly like Superman. I’d like that in more games.

dil
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12h

whyd you write my comment for me

dil
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12h

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)

dil
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12h

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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135h

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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136h

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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197h

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”.

RollingZeppelin
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117h

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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46h

Red Faction was great for that. You could go around, sure. Or just bust through the damn wall.

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76h

Destructible buildings like in Red Faction: Guerilla.

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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.

VindictiveJudge
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21h

Final Fantasy 9 had you learn skills from equipment.

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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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53h

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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22h

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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12h

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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227m

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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111m

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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23h

I hope you get to play it some day, it’s very good

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159h

A grapple hook

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68h

Just cause 2 with infinite distance grapple hook and chuck Norris character model. Too fun

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18h

Just cause 2 with infinite distance grapple hook and chuck Norris character model. Too fun

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2710h

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.

VindictiveJudge
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11h

I would love if Civilization or Crusader Kings implemented this.

missingno
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54h

I think you’re describing the Nintendo DS.

slazer2au
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3310h

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

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125m

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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44h

What’s that?

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74h

Basically a pseudo random system that’d generate orcs for you to meet-fight-recruit they’d have very fleshed out intros

missingno
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58h

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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34h

Goddamn this game is just so good that that cauldron is a really fun little mechanic for it

Sanctus
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1210h

I wanna see games going wide again. Get me something like Sonic Adventure 2 Battle again where we got racing, going fast, a creature battler/care system, multiplayer. I miss when games were full of a wide variety of shit.

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22h

Star Garden appears to be “Kirby Air Ride with a chao garden” and a deeply Dreamcast art style. Might be worth having on your radar

Sanctus
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11h

Thank you for that. Wish listed asap

missingno
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38h

Kirby Air Riders definitely feels like it keeps that spirit alive. The game could’ve just been City Trial and I would’ve paid $70 just to play City Trial, but they packed everything else in there too because they could.

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49h

Most MMOs are that btw., if you haven’t played any. Lots and lots of minigames.

Sanctus
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59h

Oh I have, have probably like 4 years playtime in game for WoW. But it used to be common. Idk it feel like it used to be about fun and now everything takes itself too seriously.

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24h

it used to be common

It did?

PonyOfWar
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1310h

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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14h

It’s 2D, but the fire mechanic is pretty fun - Wildfire

Drusas
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16h

What is said fire spread system?

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13h

When a fire breaks out on grass, it spreads like it would in real life. In FC2 you could watch a small flame spread and become an inferno. It was awesome. Games don’t have anything like that these days.

justdaveisfine
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510h

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

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The control scheme in Total Annihilation where you can que up lots of commands for units has largely been ignored by RTS game makers except in Supreme Commander and Spring/Recoil engine games such as Beyond All Reason and Zero-K. I think it is a perfect example of why the RTS genre in many respects died after hyperfocusing on making Starcraft-likes resulting in the stagnation of innovation in a genre that progressively catered more and more only to a very narrow range of brains/players who enjoyed simplistic explicit rock-paper-scissors unit relationships and endless fiddly micro.

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29h

I’m working on a game like that, but it’s far from completion.

SolSerkonos
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29h

Can you explain what you mean? I never played TA, but being able to queue commands is pretty common in RTS games. Did TA have some kind of system to further facilitate that, or was it just taken to an extreme?

Davel23
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79h

In TA you could select a unit factory then issue move orders and set up patrol routes and then any units constructed by that factory would follow those orders. Also, if there was a unit executing a repeating move pattern, you could select it, hold shift and give it a new order. It would execute that order, then when done it would return to its original pattern.

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59h

To add to what the other guy said, Supreme commander allowed your units to synchronize shots, for example for the big guns on battleships, useful for punching through shields.

They also allowed you to queue orders, display them and then edit them. So you could set up one big patrol path for 100s of helis and fighters and defend your territory that way, and when you want to expand you can drag the patrol points and all of those 100s of units would automatically adjust.

Also there were heli transports with lift and drop points and you could use that to ferry units quicker than they would walk. So you could set the drop point closely behind the frontlines and advance the drop point with the front line, allowing for quicker resupply of troops.

Quite a bit more advanced than you would see in starcraft or AoE2 overall.

mohab
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18h

Dodge offset from Bayonetta, boost from Vanquish, and make your own moveset from God Hand.

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