Game features that you want in every game

Something extremely simple called Gallery.
I wanna be able to see the extras, like an ability to see every character models, every arts be it concept or finalized version, listen to every music available in the game even the minor ones you might not listen for a long time in-game.
Almost every Visual Novel do this, why can't it be done with regular games?
 
the fact that you don't get interrupted while exploring is a bliss

I would like to mention the half encounter rate in FF8 is pretty good feature the feature being to mess around with the encounter rate whether you halve it or fully prevent it
WA3 has a pretty good mechanic for that. You have a meter you can spend to avoid encounters. Encounters that would be too easy can be skipped for free, but you still have the option to fight if for whatever reason you want to encounter a certain enemy.
gs_20220624192117_Wild ARMs 3 _NTSC-U__SCUS-97203.png
 
Something extremely simple called Gallery.
I wanna be able to see the extras, like an ability to see every character models, every arts be it concept or finalized version, listen to every music available in the game even the minor ones you might not listen for a long time in-game.
Almost every Visual Novel do this, why can't it be done with regular games?
we don't want you to see our assets up close.
 
WA3 has a pretty good mechanic for that. You have a meter you can spend to avoid encounters. Encounters that would be too easy can be skipped for free, but you still have the option to fight if for whatever reason you want to encounter a certain enemy.
View attachment 29165
The penalty in avoiding encounters is you will be weaker than the player who doesn't leading to more difficult boss fights it builds up overtime too.

Good line ::eggmanlaugh
 
this. i tend to drop games to play other games for a couple months (maybe years) and i forget where i am in the game, the controls, etc.

a recap feature wld be amazinnnnn
I do like how Dragon Quest XI implemented that, giving you a recap of what happened recently.
 
So I've been playing fantasian and hot damn it has the best feature than any JRPG needs ,they call it dimengeon ,it's basically collects all your random battles into one battle that you can play it whenever you want ,it get harder obviously but the fact that you don't get interrupted while exploring is a bliss
1. Etrian Odyssey levels of character customisation where you can pick the look, the skin color, hair color, eye color, voice, skill sets. Here's a site that simulates it

2. stylised pause screens like Goldeneye and Persona (I'm crying why are there no pictures of the pause screen from PSX Persona 1, it looked like this fan remake but was not as sophisticated ofc)

3. Pause screen music like Battletoads and Shin Megami Tensei V

4. A way to track when you'll encounter an enemy seen in 7th Saga/Mystic Ark, numerous SMT games and Etrian Odyssey
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5. In game arranged music like a lot of ports for SHMUPs did. Examples include Border Down Dreamcast (that's where the famous harmonica cat song comes from), Mars Matrix Dreamcast (the Stage 1 song has a unique remix as a menu theme), Castlevania Chronicles (you can play every version of the X68K music on there, it's incredible), Pokemon HGSS (old music is unlocked when you beat the game), Persona 2 PSP, etc. It hate how many games just go one or the other so much.
Armed Satellite Phobos (Stage 1 Original)
Armed Satellite Phobos Fumio Remix (Menu Theme Dreamcast)

6. Side modes in fighting games, I talked about a while ago about how I wish fighting games have side modes as there is nothing to do in them save fringe examples like Blazblue and the hotly debated fighting game Smash

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7. Unique banners for old game collections if you won't get widescreen. Dodonpachi Resurrection and Mega Man Legacy Collection have that down PAT

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8. Class changing, like subclasses in Etrian Odyssey or just being able to change your role anytime like in the GOAT Final Fantasy V

9. Free/cheap healing. The ramping costs limit what you can do in games like Etrian Odyssey and SMT, though granted in the latter it's a lot easier to get Macca, but in SMT V that shit's a nightmare if you want to fuse

10. Different random battle themes. And I don't just mean Battle/Mini Boss/Boss/Battle 2/Final Boss, no I mean I want them to go batshit insane with all the different themes you can hear in game. Yakuza, Kingdom Hearts, SMT IV, SMT V, Mother 3, I want multiple different battle themes I can hear, I don't want to hear the same one all game (most of the time). A Lone Prayer, Mass Destruction, Reach Out To The Truth, Last Surprise, etc are all fine and dandy but they drive me insane with how often I hear them. SMT realised this ages ago and I don't understand why Persona didn't get the memo.

11. A ranking system, bonus points if you get awards. I don't want Sonic to be the only current franchise to do that

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12 de-levelling to make the game harder like TWEWY

13 if you're going up against an over levelled boss, the game should give you a prompt and an option to temporarily put you on the same level as the boss while keeping your stats, moves and stuff so that you don't need to grind

14 more rhythm/rpg hybrids

15 more shmup/rpg hybrids

16 more games that use Persona 2's unique battle system
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17. Last but not least, instead of locking the sound test to beating the game, simply hearing a song in game should be enough to listen to it in your own time. I forget which games actually did this, but I know what DIDN'T.
 
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6. Side modes in fighting games, I talked about a while ago about how I wish fighting games have nothing to do in them save fringe examples like Blazblue and the hotly debated fighting game Smash
Damn I miss this one, I remember every Mortal Kombat titles on PS2 has kool side games, chess, kart, even open world campaign.
 
I typically prefer to choose the hardest difficulty even if im new to the game it creates better experience and is punishing enough when you do mistakes like when you go guns blazing in silent hill or resident evil on hard that isn't optimal....the idea of games or one of the ideas is giving me a problem and handing me the tools to solve it the problem being more difficult forces me to think and plan how I solve the problem and the game rewards me for that in many many ways also beating hard games is ego boost for my gamer pride :loldog

Finishing difficult tasks hits different than easy tasks , its not just about flexing for being a pretty good gamer but it also makes the game more memorable etc.

Sure all the reasons I listed go out of the window if we aiming for sales even then players would complain the game is too easy.
Jak 2 had annoying difficulty spikes with no checkpoints because of the first game being too easy.

I agree that Jak and Daxter was too easy but damn, wtf was naughty dog doing with the draconian whiplash::confused

It's a classic case of not everyone can be pleased, I might be having fun but someone else could be breaking their 5th controller that year ::drink
 
Jak 2 had annoying difficulty spikes with no checkpoints because of the first game being too easy.

I agree that Jak and Daxter was too easy but damn, wtf was naughty dog doing with the draconian whiplash::confused

It's a classic case of not everyone can be pleased, I might be having fun but someone else could be breaking their 5th controller that year ::drink
I guess certain games appeal to certain people and that's fine.
 
1-Character costumization, like the one from Dragon's Dogma where you can also set height and wieght, but with anime girls and more detailed.
Customization is a huge deal for me. I like roleplaying my characters, and the more options the better. One thing that drives me crazy is how few games let me change height, or drastically change body type. I like making towering, muscular female characters and it's shockingly rare to be able to do so.
 
Imagine having fishing minigame in horror games? Ey sorry monster I know you want to eat me but just let me catch those 2 fishes ::smirk1
I think this is an intrinsic problem to the question "want in every game" of course, you can't take that literally!

So then, here's my more specific answer to the question. A feature I want in every... Arcade shooter game! I seriously wish every shoot em' up game included a detailed practice feature to skip to specific parts of the game, to, for example, fight a boss without having to go through the stage first, or focus on a specific pattern.

The Touhou games are really inconsistent with this, but all of the recent games have had a spell practice feature. Even so, the official Touhou game's practice mode is not detailed enough for my liking. A Touhou fan game called Infinite Blade Pavilion has the most feature-rich practice mode I've seen in any shmup, and I want it in all games.

It seems like better practice options are becoming more common in newer games these days, like Devil Blade Reboot, which makes me happy. One of my favorite ways of playing these games is to practice boss fights until I can perfect run them, and I just don't have the willpower to go through a full stage, let alone the whole game up to that boss, for one attempt at a no-hit run.
 
I think this is an intrinsic problem to the question "want in every game" of course, you can't take that literally!

So then, here's my more specific answer to the question. A feature I want in every... Arcade shooter game! I seriously wish every shoot em' up game included a detailed practice feature to skip to specific parts of the game, to, for example, fight a boss without having to go through the stage first, or focus on a specific pattern.

The Touhou games are really inconsistent with this, but all of the recent games have had a spell practice feature. Even so, the official Touhou game's practice mode is not detailed enough for my liking. A Touhou fan game called Infinite Blade Pavilion has the most feature-rich practice mode I've seen in any shmup, and I want it in all games.

It seems like better practice options are becoming more common in newer games these days, like Devil Blade Reboot, which makes me happy. One of my favorite ways of playing these games is to practice boss fights until I can perfect run them, and I just don't have the willpower to go through a full stage, let alone the whole game up to that boss, for one attempt at a no-hit run.
Skipping certain stages of bosses sounds double edged sword to me the idea behind the boss is a difficulty spike that puts your knowledge of game mechanics to test through multiple stages if needed hmmmm its an interesting idea never thought about it.
 
Definitely the feature to save the game anywhere and anytime.
 
Interactive cutscenes à la Kojima games. I really liked being able to find hidden details in peace walker's cutscenes.
 
In Torchlight 2, you have an animal companion that you offload your loot onto. He then runs into town, being away for a few minutes, sells it, and comes back. This means you don't have to visit vendors/cities non-stop.

It solves the over-encumbered issue in RPGs, yet it's been ignored. It would have been perfect in Baldur's Gate III.
 
Skipping certain stages of bosses sounds double edged sword to me the idea behind the boss is a difficulty spike that puts your knowledge of game mechanics to test through multiple stages if needed hmmmm its an interesting idea never thought about it.
Are you much of a shmup player? The idea of practicing specific patterns one at a time, or doing runs through a particular section is very normal. The higher you go in difficulty, the more necessary this becomes if you want to get good at a game. Being forced to go through large sections of a level before getting to the one part you're bad at, only to have one shot at it is no good. It's uh... Kinda like how everyone hates having to run back to a boss room when you die in a Souls game.

With arcade games, people often use save states. The only reason I'm able to pull off the types of runs that I do in Touhou games is thanks to a mod known as THPrac, which lets you skip to specific parts. I can go "Ah, this part keeps killing me. Let me just keep trying this pattern until I figure it out." Besides that, I just think doing boss runs is fun. Like I said, I enjoy collecting perfect boss runs these days, they feel awesome when you pull them off, and they're fun to watch.
 
Are you much of a shmup player? The idea of practicing specific patterns one at a time, or doing runs through a particular section is very normal. The higher you go in difficulty, the more necessary this becomes if you want to get good at a game. Being forced to go through large sections of a level before getting to the one part you're bad at, only to have one shot at it is no good. It's uh... Kinda like how everyone hates having to run back to a boss room when you die in a Souls game.

With arcade games, people often use save states. The only reason I'm able to pull off the types of runs that I do in Touhou games is thanks to a mod known as THPrac, which lets you skip to specific parts. I can go "Ah, this part keeps killing me. Let me just keep trying this pattern until I figure it out." Besides that, I just think doing boss runs is fun. Like I said, I enjoy collecting perfect boss runs these days, they feel awesome when you pull them off, and they're fun to watch.
Game auto saves once this stage of the boss is cleared or entering new area that should solve this problem.

No I don't play Japanese shooting games.
 
I'd like for all those games that are kinda episodical to have a event jump option after you clear the game.

And in general, I'd like all games to have button remapping, separate volume adjustement for Music, Ambience, Dialogues and SFX, then finally I want every game to have a feature to replay every cutscene.
 
Character customization and/or creation is a pretty big one for me, as I like Roleplaying and doing multiple runs with themed builds and characters. This will give a game replay value for me alone.
 
Pausing should never not be present. I don't think any game has a good excuse to not have pausing. Even Soulsian games. Sometimes the phone rings and you have to pick it up, sometimes someone is at the door, sometimes dinner is ready, sometimes you're about to piss or shit your pants unexpectedly, sometimes something urgent comes up and many other reasons.

Ultimately, real life takes priority and it's not like it's the end of the world if you die while you're getting your $50 Taco Bell order from DoorDash, but it shouldn't be a problem to begin with. If you're playing online, that's a different story. Imagine invading in Dark Souls and the host pauses the game and goes off to get some Cheetos and Mt. Dew at the nearby gas station (using items like a Young White Branch to turn the game into Prop Hunt when invaded is way more fun), or playing a racing game and someone is in second place, so they pause the game until everybody leaves.

I do think menus shouldn't be tied to pausing, though that depends on the game. It's now part of the gameplay in Dark Souls to be frantically changing equipment in the middle of a fight, so that should stay as is, but you should still be able to just pause if you need to. Heck, you could even just make pausing an option in accessibility. Remember, pausing is an option. If pausing ruins your erection, don't pause! There's a 99.9% chance nobody is forcing you to pause the game. Yes, you can quit the game fairly quickly, but you could just be allowed to pause instead. x) Quitting can legitimately abuse the game's systems, but I don't hear much of an outcry about that.

Also, watch this video if you think pausing would break online in the Soulsian games, you're factually wrong. You don't have to like it, but facts are facts.

 

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