Lost game mechanics which didnt comeback.

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.
I think because of don't show where is shortcut and make buying map a little useless for player if they finish whole dungeon and know there is nomore stuff to get. I think this mechanic with some change can use in new games to.
As you said now I remember evil within 1. You don't have any map for any chapter.instead you collect map fragment for a big map in Safe room in sebastian mind. it was cool to collect and get all things. But some map fragment was a nonsense, and they always find in weird place. I find one behind a boss room and see someone find one on a desk! They are so easy to miss.
 
Games having a real phone number that you call for hints about the game. I believe this one even has a recording of Jessica Rabbit that helps you.
Jessicarabbitnumber.jpg
 
I really like that the 'run' button in Fatal Frame automatically moves your character forward. You only tilt the analog stick when you need to change direction. I wish more 3D, third-person games used that design, especially if it's fixed camera.
 
Loading screen mini games were copyrighted by Bandai Namco for their licenced anime games like dragon ball z and naruto

Which is why you don't see it in other games

I believe it just expired last year or something
Necroing but the idea of it came from the Ridge Racer series and was possibly patented for it and we all know how Ridge Racer ended as a series, so yeah.

Also one mechanic that has been practically lost to time, secondary scoring in sports titles, this probably is attributed more to the death of EA Sports BIG but man, having something other than just the hoop or goal or touchdown area to go for while still going for them at the same time was possibly the best innovation that happened to sports games. (Although not new to those games, some old school computer folks might remember speedball and especially speedball 2 brutal deluxe)
 
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.
You might as well say none of the Smash games count then, because you can cheese all of them with the same method, just grind 1 stock lv 1 cpu matches until you get everyone. Or you could play the game in a way that isn't actively trying to cheat the system and unlock chars via classic and world of light. Speedruns not engaging with a mechanic does not mean it doesn't exist.
 
Passwords are a thing thats almost never used anymore. I would imagine it was a difficult thing to design for game developers of the past.
 
The Gambit system from Final Fantasy XII never came back in the series and I am not aware of any other games that tried replicating that kind of thing. It was a really fun system that pretty much let you leverage the game's AI and make it so that your party members can enact their role perfectly since you can dictate at what conditions they'd execute certain actions.

It also helped at alleviating that thing many RPGs have where you gotta babysit your party members because they are frustratingly incompetent by themselves (looking at you Persona).

I hope one day we see this system again in other RPGs and maybe in an even more complex, customizable way than what FFXII offered -- which don't get me wrong, it is pretty good already, but it could be better.
 
The "Game Over" mechanic.
Ok, it's not really a mechanic, but the fact is, there's not really a game over condition anymore, since nowadays virtually every game has a saving system. That takes away the risk factor, I think.
 
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I liked the way the nemesis behaved usually you are used to being able to break line of sight even if enemy is fast with the nemesis he very much retains the behavior of the tyrant from RE1 run too far and he runs and JABs you i remember when facing him in police station i got a jab in the back i literally felt it ::bonzistares , when he dodged grenade launcher once or twice i gasped in terror of what i just saw nemesis was such a good enemy most importantly he was polite enough to open and close doors!

For lickers they are very much blind they rely on sound to figure your place i knew this after getting killed by the first one that pops up for Leon lickers remained and are still a big reason why i consider RE2 the scariest between the PS1 games , unlike hunters from RE1 who could see but their sight was weak and they also relied on hearing you can use this against both enemies shoot with shotgun walk not RUN to a new position and they will try to attack your older position thinking you still there this works very well for both enemies and really fun detail to exploit despite hunters not being fun to fight all that much since you can get decapitated when fighting them even if your health isn't that bad and to add salt to the injury they start laughing right after they remove your head like a "fuck you+" from capcom



Now for the thread question the trading system from age of empires 1 it allowed you to trade your resources of any kind to get any resource now you might be used to age of empires 2 trading system that works like this

Player trade cart goes to friend market bring back gold.

In age of empires 1 you can choose whether to get food or wood too it wasn't just limited to gold the difference being in AOE1 trade limited to sea only it was a neat mechanic but gold was very much all you wanted since by the time you get to late game food/wood are already stockpiled and you shouldn't have any food or wood shortage only a gold shortage.

The check mechanic from resident evil 1 where you can rotate the item and some items can change description based on what you see like mansion keys if rotated and you see a shield you comment about the shield emblem then the key name becomes shield key , when i first played i knew from the start this mechanic was going to be involved in a puzzle turns out I'm right but i totally missed out on it the doom books puzzle i had to look online it was a nice mechanic that we never see again.

The character limited inventory in Final Fantasy 2 you can have items in your inventory BUT that inventory can be regarded as the party inventory each character can carry few items and these items are the ones that are usable during battle it was never implemented again wonder why :loldog


Final Fantasy 4 for the first and only time in the series have the party made up of 5 people instead of 4 or 3 that alone makes Final Fantasy 4 unique in its own way since more members mean more specialized characters.
 
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disk or CD swapping
It was interesting to suddenly see the message "insert disk #x".
It also helped to know if your progress was in the middle of the game
 
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.
this. so much this. I miss the passive community features of the 3ds and wii u
 
Might say something that both my mechanics are monster creation but:

1. I don't know necessarily how to describe it but the monster creation in Amazing Island and Magic Pengel. Kind of like Drawn to Life but where the way you design your creatures impacts the actual gameplay and the game tries its best to interpret 2D lines as 3D shapes.

2. Monster Rancher style content generation. I know CDs/DVDs are on the path of the dinosaur now but I wish someone would make a new indie game or something where it could read your data to create content for you. I loved popping in my parents music collection or other games and seeing what cool surprises they'd have in store, I really wish there was something in the same way that Pokemon fans have a ton of knockoff options.
 

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