what gameplay mechanics did you love, but they never really caught on?

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i-rock-socks

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#1 i-rock-socks
Member since 2007 • 3826 Posts

i got two

legend of legaia has one of the best (imo) fighting **** in any rpg ive ever played, and it is a shame that this mechanic hasnt really been used since (i think it got a sequel tho)

and chrono cross, never had i played a rpg that required so much strategy, even when comparing it to strategy games in general. i dont even know how to describe chrono cross' gameplay **** other then good (and prolly surreal)

and games come to your mind?

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LiquidClear

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#2 LiquidClear
Member since 2008 • 356 Posts

I was going to say Chrono Cross (and Chrono Trigger too really). The way they got rid of the completely random encounters made the games FAR less tedious to play. And another turn based RPG invention from Chrono Cross that I wish had caught on more was their attack system; made it a lot more interesting than just sitting there and using the same attack over and over. At least you could mix it up and take a chance by using two strong attacks to start off instead of safely building up your hit % by using the weak attacks first.

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kidcool189

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#3 kidcool189
Member since 2008 • 4307 Posts

i got two

legend of legaia has one of the best (imo) fighting **** in any rpg ive ever played, and it is a shame that this mechanic hasnt really been used since (i think it got a sequel tho)

and chrono cross, never had i played a rpg that required so much strategy, even when comparing it to strategy games in general. i dont even know how to describe chrono cross' gameplay **** other then good (and prolly surreal)

and games come to your mind?

i-rock-socks
ya, i personally havent played legend of legaia, but have seen clips of it, and the battling does look pretty cool, need to play it sometime but as for the topic, i'd say earthbounds scrolling hp meter was awesome, but i dont think i've ever seen that in any other games...not to mention instant kill battles against enemies significantly weaker than you when you have first encounter for easy/quick exp, dont think ive seen that aspect in any other game i can think of atm
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Greatgone12

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#4 Greatgone12
Member since 2005 • 25469 Posts

JRPGs would be a lot better if the exploration aspects were removed entirely -- it would destroy the delusion that they are anything more than glorified turn-based strategy games (or, in rare cases, real-time), and then developers could focus on making the mechanics more complex, and therefore, deeper.

As for mechanics that have never caught on ("gameplay mechanics" is redundant -- "mechanics" says the same thing with fewer syllables), the fact that you can kill almost any character in Deus Ex and change the direction of the story has not been adopted by any game since, probably because logistically it's mad-crazy to pull off.

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Ish_basic

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#5 Ish_basic
Member since 2002 • 5051 Posts

I liked the morale system in Blacksite, which otherwise was a terrible game. But I love shooters that have friendly AI fighting alongside you...it adds something to the atmosphere..makes the moment feel bigger when you're storming a bunker with a platoon of guys instead of just yourself. Unfortunately, because game developers wisely don't want said AI winning the game for the player, they tend to make the friendly AIuseless in battle. But I don't think they have to go that far. Like in CoD, enemies won't even shoot at the AI mates when they're right next to each other and the AI mates of course fire harmlessly at everything. Or Rico in the final boss fight in Killzone, who apparently is firing some kind of massive paintball gun for all the damage he's doing...it gets infuriating actually...there's something more frustrating about losing with a useless AI mate standing next to you..I'd rather be solo in that case.

So Blacksite come alongs and has this system that measures your performance and translates your efficiency into the behavior of your AI mates. If you're rolling, headshotting everything, then your mates are rolling, too, taking down enemies as quickly as you are. But when you're getting beat down, they suffer and they're not going to pull you out of the mess until you get your own stuff correct. I just think this is a better solution to balancingfriendly AI than having worthless mates strewn across the battlefield who don't even have the decency to take a bullet or two for you.

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jjtiebuckle

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#6 jjtiebuckle
Member since 2008 • 1856 Posts
Dare I say it - Ocarina of Time, using a musical device for different spells. I know the title has the word "Ocarina" in it, but memorizing different tunes for different purposes hasn't been exploited yet and it makes that much more sense. Whenever you conjure a spell, it shouldn't be instantaneous unless say it was a fireball or ice spell which would require little effort, almost like jumping in an action game. Now when you summon a monster or potion or mount, you're character would need time to address this and therefor memorizing a certain combo of buttons seems more logical than "press x". For shame fantasy based games, for shame...
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lucfonzy

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#7 lucfonzy
Member since 2008 • 1835 Posts

Dare I say it - Ocarina of Time, using a musical device for different spells. I know the title has the word "Ocarina" in it, but memorizing different tunes for different purposes hasn't been exploited yet and it makes that much more sense. Whenever you conjure a spell, it shouldn't be instantaneous unless say it was a fireball or ice spell which would require little effort, almost like jumping in an action game. Now when you summon a monster or potion or mount, you're character would need time to address this and therefor memorizing a certain combo of buttons seems more logical than "press x". For shame fantasy based games, for shame...jjtiebuckle

This.

Yes it can be frustrating, and for some people does ruin the flow of the game, but at the end of the day it is fun and meaningful :) adds in a bit more of a challenge than repeatedly mashing triangle.

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Diablo-B

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#8 Diablo-B
Member since 2009 • 4063 Posts
I loved the combat system of Fallout 3. The integration of both live action and turn based seamlessly. You wanna play as a straight up shooter go ahead. You wanna play it as a hack and slash bomb thrower, be my guess. You want to use strategy and make it turn based, its all up to you. Bethesda will probably use that game engine again but other developers should try and incorporate pieces of that system into their own.
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CarnageHeart

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#9 CarnageHeart
Member since 2002 • 18316 Posts

I love the fact that the build/capabilities of CJ reflect his lifesyle/training in GTA: San Andreas. Spend lots of time at the range and become a marksman, spent lots of time in the gym and bulk up, run or swim a lot lose weight and built stamina, eat unhealthy and don't exercise and become a blimp.

With all the current gen freeroamers one would think somebody would have aped the system, but it hasn't happened yet.

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T-Baggimus

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#10 T-Baggimus
Member since 2009 • 96 Posts

I love the fact that the build/capabilities of CJ reflect his lifesyle/training in GTA: San Andreas. Spend lots of time at the range and become a marksman, spent lots of time in the gym and bulk up, run or swim a lot lose weight and built stamina, eat unhealthy and don't exercise and become a blimp.

With all the current gen freeroamers one would think somebody would have aped the system, but it hasn't happened yet.

CarnageHeart

I second this. It's a shame the sequel never had this natural growth/progression.

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FortifedConcept

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#11 FortifedConcept
Member since 2007 • 104 Posts

[QUOTE="CarnageHeart"]

I love the fact that the build/capabilities of CJ reflect his lifesyle/training in GTA: San Andreas. Spend lots of time at the range and become a marksman, spent lots of time in the gym and bulk up, run or swim a lot lose weight and built stamina, eat unhealthy and don't exercise and become a blimp.

With all the current gen freeroamers one would think somebody would have aped the system, but it hasn't happened yet.

T-Baggimus

I second this. It's a shame the sequel never had this natural growth/progression.

yes it's a shame, i really liked that too..
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i-rock-socks

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#12 i-rock-socks
Member since 2007 • 3826 Posts

almost forgot the thing

never had i seen a premise with so much potential

playing alongside allies that may be the enemy in disguise

more horror games sure use this method

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Shiggums

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#13 Shiggums
Member since 2007 • 21436 Posts

The battle system in The Legend of Dragoon was awesome. It was actually challenging, and I wish more games would've implemented a similar type of battle system to it

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Krystyan68

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#14 Krystyan68
Member since 2009 • 359 Posts

Odd World:Strangers Wrath, that game used a 3rd person view for the majority of movement and melee attacks, but when you armed a gun it seamlessly switched to 1st person shooter. The reasoning behind that was the "Stranger" was a quadruped which could run faster and attack physically on all fours but then could go upright on two legs while holding a gun, but moved slower like this. I was actually surprised at how well this system worked but have never seen anything like it since, very novel and very intuitive.

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muthsera666

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#15 muthsera666
Member since 2005 • 13271 Posts
Odd World:Strangers Wrath, that game used a 3rd person view for the majority of movement and melee attacks, but when you armed a gun it seamlessly switched to 1st person shooter. The reasoning behind that was the "Stranger" was a quadruped which could run faster and attack physically on all fours but then could go upright on two legs while holding a gun, but moved slower like this. I was actually surprised at how well this system worked but have never seen anything like it since, very novel and very intuitive.Krystyan68
And the overall game was awesome as well. Combined with a regenerative health system that worked well, also.
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Black_Knight_00

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#16 Black_Knight_00
Member since 2007 • 78 Posts
Motion-sensitive sword swinging: it was introduced in 'Die by the Sword' in 1998 and then dropped. Also the Wii, which promised to bring it back, unsurprisingly didn't deliver. Pity.
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doabarrelrole

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#17 doabarrelrole
Member since 2009 • 940 Posts

I have to agree that chrono trigger and chrono cross have very great game mechanics that i would like to see again mainly the dual attacks and refill (regaining health and mana after battle, only in chrono cross) and i too agree that the amount of strategy involved in chrono cross and chrono trigger alike, was remarkable and extremely satisfying.

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NeoMerlin

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#18 NeoMerlin
Member since 2009 • 85 Posts

I have a pretty awful memory when it comes to game names so excuse me for not knowing exactly what the name of this game is.

There was a game I played on the Nintendo DS not long after I first got it. You played a wizard type character and to cast spells you would hold down a shoulder button and draw a rune onto the touch screen. Draw the rune correctly and you would cast the spell. As you progressed you could combine runes for different spell effects. For example you would get a rune that created a wall of rock to block enemies and you could get a rune to conjur a fireball. If you combined these runes you could create a wall of fire.

Funnily enough when I first got my DS I thought to myself "Wouldn't it be awesome is there was a game where you used the touch screen to cast runes for magic?" Low and behold there was. This was definately the best feature of the game and I'd like to see it used more.

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brittoss

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#19 brittoss
Member since 2004 • 1028 Posts

I would like someone to reuse the whole time gameplay element from Majoras Mask. It was really forward thinking IMO on Nintendos part.It is just a shamenobody has seemed to use that idea or eventry and evlove the gameplay since.

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Black_Knight_00

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#20 Black_Knight_00
Member since 2007 • 78 Posts

I would like someone to reuse the whole time gameplay element from Majoras Mask. It was really forward thinking IMO on Nintendos part.It is just a shamenobody has seemed to use that idea or eventry and evlove the gameplay since.

brittoss
Shadow of Memories tried something like that. It had potential, but it kind of wasted it on tedious fetch quests and overall repetition.
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StaticPenguin

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#21 StaticPenguin
Member since 2004 • 3433 Posts

I love the fact that the build/capabilities of CJ reflect his lifesyle/training in GTA: San Andreas. Spend lots of time at the range and become a marksman, spent lots of time in the gym and bulk up, run or swim a lot lose weight and built stamina, eat unhealthy and don't exercise and become a blimp.

With all the current gen freeroamers one would think somebody would have aped the system, but it hasn't happened yet.

CarnageHeart
I found that to be more of a chore than it was fun. I mean, if you didn't take care of CJ, he got fatter and that was stupid. While I like gaining more stamina and becoming deadlier with guns and all that, I don't want to have to stop what I'm doing because CJ gained a few pounds while trying to regain his health.
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ShadowedSight

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#22 ShadowedSight
Member since 2008 • 1902 Posts

My favorite memorable gameplay mechanic was the sphere grid system in Final Fantasy X.

I just really liked how I could upgrade my characters using it, and could plan my way around the grid to fit my playstyle.

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MetroidPrimePwn

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#23 MetroidPrimePwn
Member since 2007 • 12399 Posts

In Mafia, when you pressed the reload button while the gun still had unfired bullets in the clip, you lost those bullets instead of them somehow magically finding their way into one of the other presumably full ammo clips in your possession. I thought this was a neat idea that added some more thought into gunplay since you needed to be cautious in your reloads, but I've never seen that in a game since.

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muthsera666

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#24 muthsera666
Member since 2005 • 13271 Posts
[QUOTE="Raikoh_"][QUOTE="CarnageHeart"]

I love the fact that the build/capabilities of CJ reflect his lifesyle/training in GTA: San Andreas. Spend lots of time at the range and become a marksman, spent lots of time in the gym and bulk up, run or swim a lot lose weight and built stamina, eat unhealthy and don't exercise and become a blimp.

With all the current gen freeroamers one would think somebody would have aped the system, but it hasn't happened yet.

I found that to be more of a chore than it was fun. I mean, if you didn't take care of CJ, he got fatter and that was stupid. While I like gaining more stamina and becoming deadlier with guns and all that, I don't want to have to stop what I'm doing because CJ gained a few pounds while trying to regain his health.

I feel the same way. I like leveling up skills, but worrying about fat levels and stamina levels, whether CJ had eaten enough to play a mission was more annoying than great.
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deactivated-57ad0e5285d73

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#25 deactivated-57ad0e5285d73
Member since 2009 • 21398 Posts

I thought the Virtua On series was brilliant from a control standpoint. Ahead of its time. I know it's a cult classic, but it never got the attention it deserved.

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muthsera666

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#26 muthsera666
Member since 2005 • 13271 Posts
I've been playing a game from last-gen called Urban Chaos: Riot Response, and I have to say, it has an awesome mechanic that I haven't seen in any other games. An invincible riot shield that you carry with you. As you gain medals in levels (Sharpshooter for a certain number of headshots, Non-Lethal Enforcer for incapacitating enemies, Survivor for using no check points and Detective for finding evidence in each level) and on increasing difficulties, you unlock better and better equipment. Damage upgrades, improved weapons, improved armor. Emergency situations unlock the shotgun and assault rifle as well as upgrades. But the riot shield is awesome. Walk up to someone shooting at you, and when he reloads, drop the shield and blow him away. It's an awesome game I strongly recommend.
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MUSH_IS_PWNs

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#27 MUSH_IS_PWNs
Member since 2009 • 1213 Posts
[QUOTE="FortifedConcept"][QUOTE="T-Baggimus"]

[QUOTE="CarnageHeart"]

I love the fact that the build/capabilities of CJ reflect his lifesyle/training in GTA: San Andreas. Spend lots of time at the range and become a marksman, spent lots of time in the gym and bulk up, run or swim a lot lose weight and built stamina, eat unhealthy and don't exercise and become a blimp.

With all the current gen freeroamers one would think somebody would have aped the system, but it hasn't happened yet.

I second this. It's a shame the sequel never had this natural growth/progression.

yes it's a shame, i really liked that too..

Same here. That is why it is the best GTA game.
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Got_to_go

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#28 Got_to_go
Member since 2009 • 2036 Posts
[QUOTE="CarnageHeart"]

I love the fact that the build/capabilities of CJ reflect his lifesyle/training in GTA: San Andreas. Spend lots of time at the range and become a marksman, spent lots of time in the gym and bulk up, run or swim a lot lose weight and built stamina, eat unhealthy and don't exercise and become a blimp.

With all the current gen freeroamers one would think somebody would have aped the system, but it hasn't happened yet.

Raikoh_
I found that to be more of a chore than it was fun. I mean, if you didn't take care of CJ, he got fatter and that was stupid. While I like gaining more stamina and becoming deadlier with guns and all that, I don't want to have to stop what I'm doing because CJ gained a few pounds while trying to regain his health.

Same here. It was horribly tedious when you needed to level up a skill you rarely used, like swimming, for a mission. You swam around for a half hour doing nothing but SWIMMING AROUND. Imagine being forced, not encouraged, FORCED to run around in circles for an hour in Fallout 3. Stripping those mechanics away was one of the best decisions Rockstar made for GTA IV.
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DarkGamer007

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#29 DarkGamer007
Member since 2008 • 6033 Posts

Active Reload, I don't agree with the damage increase, but I just think it is cool that your weapon could potentially jam, it makes chaotic moments even mroe chaotic.

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jjtiebuckle

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#30 jjtiebuckle
Member since 2008 • 1856 Posts

I have a pretty awful memory when it comes to game names so excuse me for not knowing exactly what the name of this game is.

There was a game I played on the Nintendo DS not long after I first got it. You played a wizard type character and to cast spells you would hold down a shoulder button and draw a rune onto the touch screen. Draw the rune correctly and you would cast the spell. As you progressed you could combine runes for different spell effects. For example you would get a rune that created a wall of rock to block enemies and you could get a rune to conjur a fireball. If you combined these runes you could create a wall of fire.

Funnily enough when I first got my DS I thought to myself "Wouldn't it be awesome is there was a game where you used the touch screen to cast runes for magic?" Low and behold there was. This was definately the best feature of the game and I'd like to see it used more.

NeoMerlin
I know Exactly what you're talking about, but I too have a bad memory. I would say a lot of the concepts early NDS games showcased haven't appeared since. One of my favs would be Yoshi Touch and Go (?) which you created clouds around enemies and objects and blew into the mic to make them disapear. More of a tech demo, but they were onto something..
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Danzg49

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#31 Danzg49
Member since 2010 • 138 Posts
The Socom franchise has a great reloading system where you recycle clips which is pretty much how it's done in real life.(Let's say I have 2 clips, one with 13 bullets and one with 25 bullets, If I'm currently using the 25 bullet clip and I reload,the 13 bullet clip would come up and If I reloaded again, the 25 bullet clip would come up.) Can't believe the idea of bullets magically finding themselves into other clips when you reload caught on to it's extent.
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muthsera666

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#32 muthsera666
Member since 2005 • 13271 Posts
The Socom franchise has a great reloading system where you recycle clips which is pretty much how it's done in real life.(Let's say I have 2 clips, one with 13 bullets and one with 25 bullets, If I'm currently using the 25 bullet clip and I reload,the 13 bullet clip would come up and If I reloaded again, the 25 bullet clip would come up.) Can't believe the idea of bullets magically finding themselves into other clips when you reload caught on to it's extent.Danzg49
Well, if the characters can pick up ammo just by running over the guns, it's not to hard to envision automatic clip refills.