What Game Mechanics or Gameplay Features do you wish were in More Games?

starseeker300

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you know when you play a game and it has a really cool mechanic or feature that you love and think to yourself, "man i wish this was in every game i played in this genre", share them here please.


for me there are a couple:
I really liked how bravely default let you set the encounter rate, and also the ability to turn on and off money and job points from random encounters

I also wished more rpgs would let you manually reduce your level like xenoblade chronicles definitive edition
 
Oh yes, I love this (like this one link)

First of all, maybe parry mechanics. I just love when I timed it right (especially in God of War games with those TING sound), so satisfying!

After that, triple jump mechanics or even the backflip and somersault like most of the 3D Mario games. Just like the parry, you should timed it right to "get much higher"

And then the Charge Slash from Monster Hunter. It's simple yet satisfying to pull off, just hold the button and let it go when the time is right

Most of these are timing based or related mechanics honestly, but I just love them!
 
you know when you play a game and it has a really cool mechanic or feature that you love and think to yourself, "man i wish this was in every game i played in this genre", share them here please.


for me there are a couple:
I really liked how bravely default let you set the encounter rate, and also the ability to turn on and off money and job points from random encounters

I also wished more rpgs would let you manually reduce your level like xenoblade chronicles definitive edition
I agree with both your assertions 100%.

As for me, I wish every RPG had some sort of turn manipulation system, as I think those are really engaging.
 
I really loved Gears of War’s active-reload mechanic – especially in heated moments in Multiplayer/Horde mode. It’s super-satisfying getting it right, and adds a bonus 1.5x damage to your bullets. 😎⚙️

gears-of-war-gears.gif

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JRPGs with big recruitable casts like suikoden, chrono cross and radiata stories. Recruitment is a fun part of the game and it gives you a ton of options to use in a playthrough

I like this in the Persona series – but I don’t like how long it takes to recruit the specific characters I want. In both P5R & P3R, it took me close to 80-100 hours 😬 to get all the girls I wanted...
 
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I miss the Genji series. It was similar to Onimusha, Devil May Cry (1), and Resident Evil. The game uses fixed camera angles typical of the first generation of Resident Evil games. It has puzzles, though they are less challenging. You can switch characters on the fly, also each stage and its music are heavily influenced by Japanese culture.
 
  • Skill trees — There's something really satisfying about having the option to decide how you level up and plan out the route you want through it.
  • Crafting/upgrading equipment — As I said in another thread, make it so once useful equipment can stay useful.
  • Bromides — A little something from Lunar I always wished more games had. The pictures were so cute.
  • Trophies — Smash Bros had a good idea that games with long legacies should use. They were enjoyable to collect and read the lore on.
  • Relationship system — Fire Emblem stole the idea from Sakura Taisen, and that was a wise move. Games with large casts could benefit from having something to make the characters work together better during gameplay. Also, you can't marry your wifu without it.
  • New Game+ — After Chrono Trigger, we should have seen this more often.
  • Arcade-style bombast — It's hard to explain, but a lot of arcade games had this in-your-face personality to them that you don't see in console games much. Real Bout Fatal Fury 2 and Capcom vs SNK are good examples.
  • HD 2D — Because not everything needs to be 3D.
  • Moé — Because many games lack moé.
 
Grabbing dudes and not being locked into a dumb throw animation, let me grab the dude and just throw them, punch them, hold them above me and then throw them or swing them around like a weapon! Basically Zone of the enders 2, I like being able to grab dudes and have some control over them because it feels great. Being able to pick up and throw stuff or have some options is cool, its just the animation work that goes into that is hard. Dragons Dogma was pretty fun too, pick up someone and throw them off a cliff, idk I like the power fantasy of grappling and being absolutely gigantic. It's not for every game, but it's not something I often see in games.


LOOK AT HOW HARD THIS MAN GOES.
 
The nemesis system....................puta la wea Warner 💀.

Another one would be the system used in SH Shattered memories where depending of what thing's you see the game changes.

The almost instakill parry mechanic of Metal Gear Rising is another one that I found Cool, although there's a possibility of a semi return in Ninja Gaiden 4.

And for last the battle damage of MK 9
1000299925.jpg

Also a Mention to the toon artstyle of Wind Waker.
 
Grabbing dudes and not being locked into a dumb throw animation, let me grab the dude and just throw them, punch them, hold them above me and then throw them or swing them around like a weapon! Basically Zone of the enders 2, I like being able to grab dudes and have some control over them because it feels great. Being able to pick up and throw stuff or have some options is cool, its just the animation work that goes into that is hard. Dragons Dogma was pretty fun too, pick up someone and throw them off a cliff, idk I like the power fantasy of grappling and being absolutely gigantic. It's not for every game, but it's not something I often see in games.


LOOK AT HOW HARD THIS MAN GOES.
Grabbing a random dudes neck will always be fun ::dkapproves
 
Traversal mechanics that fits with the lore AND gameplay. Like swinging in Spiderman or Swordboarding in Metaphor. I rarely used fast travel in those games cause how good movement was.
 
you know when you play a game and it has a really cool mechanic or feature that you love and think to yourself, "man i wish this was in every game i played in this genre", share them here please.


for me there are a couple:
I really liked how bravely default let you set the encounter rate, and also the ability to turn on and off money and job points from random encounters

I also wished more rpgs would let you manually reduce your level like xenoblade chronicles definitive edition
I enjoy the card game mechanics in Final Fantasy 8 and the mini games in Final Fantasy Rebirth
 
I like when jrpgs let you have 5 or 6 characters in battle. It gives you more options and more ways for different classes or whatever to interact in combat.
So many games only let you use 3. Maybe 4. It worked for Chrono Trigger, sure, but more is better imo.

Maybe this is just because my first jrpg was Final Fantasy IV and it uses 5 characters in combat, but I've always wished more games did this.
 
Systems where movement and attack draw from the same pool of resources.

My fave older game that does this is Battle Brothers where you have 9AP per turn and movement takes 2 (unless there is rough terrain) and attacks can vary in their ap cost based on weapon (a dagger being 3 ap versus an axe being 6 ap).

Another newer example is Quasimorph where it's simply modified by if you're sneaking (1 move per turn), normal (2 move per turn), running (3 moves per turn, lower accuracy)

Obviously both games have stuff making them more complex and working off of those systems, but I find regular turn based combat to be kind of boring. It actually pains me to say it because there are a lot of games I have the nostalgia for but not the patience for. The older systems of turn based combat I still find fun are probably Parasite Eve and tenatively Vagrant Story (this one I haven't gone back to in a while but I remember liking)

Overall in games I'm just sick of pretty much everything AAA, not for any weird reasons they just all feel mostly soulless. Most indie games explore more fun and unique concepts at this point, one with a ton of unique features I think would more confusing than anything to see in more games but I absolutely love is The Matchless Kungfu. It's got a ton of odd systems like a matching system to execute your combos like the super powerful groin kick, to making your own martial arts sect, to fighting a monkey to heal it and tame it.

I think my love of weird systems overall probably stems from stuff like Dark Cloud and BoF: Dragon Quarter. I think Dragon Quarter and Dark Cloud in their own way cemented the love for roguelikes that I have now. In an era where a lot of games pretend to give you a choice sometimes it's nice to know that if I lose/fail I'm coming back more knowledgeable or stronger.
 
Not Much Of A Game Mechanic, (I think this maybe a rant, sorry in advance) But Having The Lack Of Old Style Games From Real Creators With Original Ideas And Small Creative Team Efforts Rather Than Making Remakes And Rehashes And Making Stuff A P-2-W (Pay-to-Win) Or Making Games More Lackluster. No Offense To The Big Companies For Using The Same Formula Over And Over, But We Only See INDIE Dev. Create More Original Ideas Then The People Who Literally Made Most Of Our Childhood. If I Was To Go Back To The OG Console And Start Naming Original Games (Example: To Many To Count::cool) All Were Made With One Thing In Mind, The Player Is Having Fun Then The Profit In Mind.

Companies Have Way Too Much Budget For Creating Games That Were Trash To Begin With (Looking At You Skull & Bones) And Calling Them The Peak Of Gaming, We've Already Peaked With Great Games Like The Latest Monster Hunter And Yakuza And Son Wu-Kong, Space Marines, Sekiro, Elden Ring And Many More. Heck China's Variation Of Marvel (Marvel Rivals) Bought More Profit Than The Whole Of Concord, Marvel Avengers and Star Wars Outlaws Combined ( no offense to anyone who have played and had a good time with it).

We Need Games That Don't Take 1.5 TB of Nothing Fun Or Original, Remember Gears of War 2 or Vanquish, Those Games From Less Then 10 GB games, Heck Metal Gear Solid 3 Was Less Then 2 GB.
So Many Missed Opportunities Like Spyro, MediEvil, Berserk(Sorry I Had To), Breath of Fire, Parasite Eve, Koudelka, XenoGears And Many More That Could Have Been Made But Are Left To Collect Dust.

In The End, We Need Smaller Games With Original Titles Rather Big Games With No Originality Or At Least Old Games Having A New Title Launches With A Fresh Slate.

I'll Delete This Post It Needed, Apologize For Such A Long Rant To Begin With. Thank You For Your Time To Read Through This.::dkapproves
 
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The reason I played mihoyo games despite the trash gacha mechanics: playable lolis that you can explore with in the overworld.
 
I'm gonna cheat and name a mechanic I hate seeing: difficulty scaling. I HATE it when a game goes easy on me depending on how bad I perform. Like, dude, I selected the difficulty myself on my own terms at the start of the game, so even if I die 100 times, you just keep kicking me in the nuts until I've gotten good enough to move on! Don't you f***ing DARE take pity on me!
 

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