Lost game mechanics which didnt comeback.

happymasksalesman

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Hello again. I play a lot of old games and I find a lot of interesting mechanic in them. Like nemesis in resident evil 3 original which dodge grande launcher bullets and don't get near acid pipes. He also have a intersting AI which make him move quick and mele player if they hide behind something for his rocket launcher. I really like it or in mario 64 there is no level up system instead game reward player for collect hidden stars with caps and new jump with 100 life.
In re2 original you can avoid lickers! Just move very slow and stop every time they react and you can save a lot ammo for later. But I didn't see this mechanic on remake. It make me a bit disappointed. Yes remake of re2 was very great but some cool stuff and mechanics have removed from it.
I like to hear other mechanics which give you good feelings.
I'm happy to do business.
 
Points and score used to be present in all sorts of games, even when it didn't really do anything, owing to the arcade background of early console games. Nowadays, outside of arcade style games, scoring is only present in a handful of things like Character Action games.
 
I liked the movement system in Rondo of Swords where you could attack multiple enemies by moving through them, haven't seen any other SRPGs do that.
Unlockable characters in fighting games is mostly dead. Now they're all available from the start, and any additions are DLC.
 
Splitscreens coop, so many games have it back in the day. Even something like Ratchet and Clank and an FPS like Duke Nukem 64 have it
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Points and score used to be present in all sorts of games, even when it didn't really do anything, owing to the arcade background of early console games. Nowadays, outside of arcade style games, scoring is only present in a handful of things like Character Action games.
After so many years of playing, the scoring system in Sonic 3 and Knuckles measures how good I got at it! I get extra lives and continues from scoring high and getting Perfects on the special stages. It's so satisfying aiming for high scores because of that mastery
 
Points and score used to be present in all sorts of games, even when it didn't really do anything, owing to the arcade background of early console games. Nowadays, outside of arcade style games, scoring is only present in a handful of things like Character Action games.
Billy Time Games rom hacker do something cool with the points system. It hacks some games so that the more points you score you end up getting status buffs, turning the score bar into an xp system.
 
After so many years of playing, the scoring system in Sonic 3 and Knuckles measures how good I got at it! I get extra lives and continues from scoring high and getting Perfects on the special stages. It's so satisfying aiming for high scores because of that mastery
I also find scoring systems very satisfying myself. Even if they are technically superfluous, I still like seeing the number go up as I get better at the game.
 
I liked the movement system in Rondo of Swords where you could attack multiple enemies by moving through them, haven't seen any other SRPGs do that.
Unlockable characters in fighting games is mostly dead. Now they're all available from the start, and any additions are DLC.
Technically in Smash Ultimate you had to unlock all the 70+ characters outside of the initial 12. I said technically because the fastest way to do so was to fight a CPU at any difficulty to trigger a new character, win the fight to unlock it and then close the game and repeat the process. Quite a boring way to do so if I'm being honest.
 
I really like shin megami tensei 2 translation because of how recuert enemies as your allies and because demon don't grow up you don't have to collect xp for them and Lost them later. But because of you level you can't have all demons which make you want to level up but doing this by killing demons was effective on your alignment. Story line kill me because of to much choose it give you and you not sure all of them effective on your own plays.!
 
The super convoluted item creation and skill system from the earlier Star Ocean games. It's hard to keep track of but the rewards are huge if you do it right.

The newer games have a much more watered down system and the reward almost isn't worth it since the games are easier.
 
Technically in Smash Ultimate you had to unlock all the 70+ characters outside of the initial 12. I said technically because the fastest way to do so was to fight a CPU at any difficulty to trigger a new character, win the fight to unlock it and then close the game and repeat the process. Quite a boring way to do so if I'm being honest.
I remember def jam fight for NY you have to finish story line for get some character or open them by points. Really hard it was and sometme even feel bad because even if you get everything you reward with nothing(well EA made this game....)
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On of my favorite mechanic was reward for beating nemesis or Mr x for level up your weapons. You must risk on your item and resource because nemesis was so hard. But in remake in normal or hard he get kill with a simple grande and sometime instead weapon parts he drop shotgun shells......this is a bad mechanic now.....
 
Hello again. I play a lot of old games and I find a lot of interesting mechanic in them. Like nemesis in resident evil 3 original which dodge grande launcher bullets and don't get near acid pipes. He also have a intersting AI which make him move quick and mele player if they hide behind something for his rocket launcher. I really like it or in mario 64 there is no level up system instead game reward player for collect hidden stars with caps and new jump with 100 life.
In re2 original you can avoid lickers! Just move very slow and stop every time they react and you can save a lot ammo for later. But I didn't see this mechanic on remake. It make me a bit disappointed. Yes remake of re2 was very great but some cool stuff and mechanics have removed from it.
I like to hear other mechanics which give you good feelings.
I'm happy to do business.
Nemesis system is too easy, so for a more niche one
Musical combos in RPG battle systems are patented by Nintendo
Mother 3 - Wikipedia

Take that Americans, you can't even legally make your own Mother 3
 
CI16_N2DS_streetpass_small_image950w.jpg

It's more of a console mechanic than a game one, but I really do think that Streetpass was an excellent idea, and I'm sad we'll never get anything like it again. For those who don't know what this is: when a 3DS is in Sleep mode, it can receive data (like Miis, in-game items, etc.) from other 3DS consoles. The idea is that you'd keep your 3DS on your person when you were out and about, it would "tag" other consoles, and you'd get a bunch of personalized new content in your games. The Streetpass Mii Plaza had several games built around the feature, and many other 3DS games incorporated it in some way.

What I really liked about the system was that it was kind of a passive, casual affair – you weren't really actively playing games with other people, but you were using your shared interactions to progress in your own games. For example, if you needed a green potion in an RPG, you could put your 3DS in your pocket, go for a walk, trade data with someone who's Mii had a green shirt on, and get a corresponding item in-game. You were "grinding" – in real life! (OK, pretend that doesn't sound tedious.) The 3DS consoles themselves had a little light that would blink on when you tagged someone, and every new interaction was a delight, because you'd never know who you "met".

CI_3DS_PreinstalledSoftware_MiiPlaza_03_screen_register_mii_en.png

Of course, it failed because the console it was attached to was 1) far less popular than its immediate predecessor and 2) came out right when people stopped carrying handheld consoles around in public, so it didn't really have the best footing to thrive. Still, though, it was just an extra little "delightful" feature that made playing games more superficially enjoyable. And some of the games built around the feature were fucking GREAT, but, as they needed a constant stream of tags to function, became difficult to progress in legitimately. :(

In another world, at another time, I think Streetpass could really have become a great vector for passive social interaction through video games. It would never work these days, and we'll never see it or the games it made possible again, but for a short time in the early 2010s, it was just a plain lot of fun.
 
Playing a lot of old games as well. This one might be gone for the better but speaking to NPC's multiple times to trigger a plot device. Like playing "Where's Waldo?" Also, I absolutely love RPG's, RTS, all of it. The same I can say about finding maps or a compass. One thing I did enjoy was in 7th Saga the other warriors interfere in your quest and it can be like running into a wall if they are too strong. Thought that one was fun.
 
Playing a lot of old games as well. This one might be gone for the better but speaking to NPC's multiple times to trigger a plot device. Like playing "Where's Waldo?" Also, I absolutely love RPG's, RTS, all of it. The same I can say about finding maps or a compass. One thing I did enjoy was in 7th Saga the other warriors interfere in your quest and it can be like running into a wall if they are too strong. Thought that one was fun.
I remember in legend of zelda minish cap after a while you find a person which wasn't there before. And they will reward you if you talk with them. You can miss them if you didn't look around town enough.
 
Playing a lot of old games as well. This one might be gone for the better but speaking to NPC's multiple times to trigger a plot device. Like playing "Where's Waldo?" Also, I absolutely love RPG's, RTS, all of it. The same I can say about finding maps or a compass. One thing I did enjoy was in 7th Saga the other warriors interfere in your quest and it can be like running into a wall if they are too strong. Thought that one was fun.

In 7th Dragon on the DS you can't really map any of the dungeons, but you have to look for it either inside the dungeon on a chest or ocassionaly on the shop from the closest town, it actually encourages town exploration and checking around each part of the dungeon. The only downside is that the maps don't really show you where the shortcut is if you want to leave the dungeon when you are done exploring.
 

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