/v/ - Video Games

it's fucking video games, baby


New Reply[×]
Name
Email
Subject
Message
Files Max 5 files32MB total
Tegaki
Password
Flag
[New Reply]


READ THE RULES


smithing.jpg
[Hide] (44.8KB, 800x450) Reverse
ITT posts systems, mechanics, gimmicks that you've seen in videogames that you really like.
I'll start.
I've always loved it when a game has a smithing system. I really like how smithing works in Legend of Mana in particular. How you have this cascade of effects that can stack, because your mines/farms' quality impact the forging/tempering quality which then impact (if you get to it) the robots' quality--I love stacked modifiers like that and seeing things through an entire [craftsman] production process.
Also, it's kind of dumb, but see each special weapon's gimmick in the Megaman series was always great. If you love gimmicks in games, Megaman always kind of felt like a bargain deal.
Do destructible environments count as a mechanic? Because if so, I'll gladly write a fucking rant about it and the disastrous state of modern vidya
Replies: >>304157 >>304192
Full-weapon-m.gif
[Hide] (682.9KB, 616x200) Reverse
Items that are made up of multiple swappable items. Even just having swappable batteries in devices is cool, being able to take the batteries out and put in new more charged ones.
Dodge roll. Although it will make normies call the game a souls-like.
UncleTedAndHisConsequences.png
[Hide] (828.3KB, 602x741) Reverse
>>304152
Spyro_fire.webp
[Hide] (66.6KB, 1200x893) Reverse
51HCPPXFSVL.jpg
[Hide] (50.5KB, 500x375) Reverse
Flamethrower-GTAVC-prerelease.jpg
[Hide] (94.7KB, 640x448) Reverse
Minecraft-How-to-turn-off-Fire-Spread.jpg
[Hide] (73.3KB, 1280x720) Reverse
ClipboardImage.png
[Hide] (111.5KB, 300x168) Reverse
JOB CLASSES BAYBEE!!!
Replies: >>304591
r-type.jpg
[Hide] (12.6KB, 345x59) Reverse
I am a sucker for well-done charge mechanics.  Particularly when it's not some binary on-off scale but actually has proportionate power scaling to how long you've been charging.  It's hard to balance so not a lot of games do it like that.
>>304152
Destructible environments and physics simulation is the best, and instead of going harder into immersion, they went the 100+ gb of unoptimized textures route
Replies: >>304194
>>304192
this
I;ve had huge autistic fixation on destructible environments in games when I was 13-15 yo so I dont have to tell you what I felt when I heard of Demolition Company by Giants Software. Also, all my peers used to play CS 1.6 or Global Offensive back in the days but I was drawn to BF3 for the same reason. I have maybe 5-6 different games marked on backloggd wishlist just because collapsing buildings looked cool or the whole game is based on destruction/demolition
2f95506832c6ed1fbdf25d57f3d2f06a.jpg
[Hide] (1.7MB, 1920x1080) Reverse
bonuses for wearing a full set of armor
Replies: >>304212
>>304199
Only if it's hard to get all pieces. Otherwise it makes the game less fun since you can't design your own setup.
Replies: >>304214 >>304240
ab.png
[Hide] (73.2KB, 882x732) Reverse
>>304212
Even better if you can get bonuses from partial set. This set from RotMG is a cool one.
>>304212
>Only if it's hard to get all pieces. 
Doesn't that make it even more tedious?
wakoconsider.jpg
[Hide] (602.1KB, 1515x1080) Reverse
The Fall of Avalon has bonfires and with it a stash system for managing inventory space on the fly that you can only access if you have enough ethereal cobwebs or when you are within a village and it makes managing inventory space on the fly so fucking nice. In a village, it appears as a big chest and you can have as much shit as you want in it. Having to spend literal hours sorting through your inventory is a fucking chore and I hope all open world rpgs implement something like this. That combined with you being able to setup campfires wherever you wish (unlike in Cucken Ring), just makes the game so much better
Replies: >>304298 >>304312
>>304297
Oh also, you can sell to vendors from this stash without having to setup a bonfire/going to the chest in the villages
>>304297
Just make player inventory infinite at that point.
Replies: >>304362
>>304312
That would make the game too easy. You cannot put bonfires in dungeons. It just makes the game far less tedious
GR1.webm
[Hide] (481.7KB, 600x336, 00:03)
GR2.webm
[Hide] (1.3MB, 640x360, 00:10)
lamrimba-1024x683.jpeg
[Hide] (149.6KB, 1024x683) Reverse
Gravity Rush's gimmick was simple yet entertaining as fuck. Once you free yourself of plausible realistic explanations like any futuristic space game (Dead Space, for example) and simply aim for fun and exploration, you can go anywhere with a silly concept. And the late-game aerial fights were amazing as well as a result

>>304150 (OP) 
>not only Weapon and Armor crafting but even Instrument crafting for summons in battle
>"oh okay, i guess we'll hit flutes and harps and whatn-"
>fucking marimbas included
The beauty and creativity of this game always amazes me.
The only bad thing about the whole crafting system was how counterintuitive it became if you played blind: basically trial and error, and any specific required heavy grinding in a game not really aiming for that
Replies: >>304606
MMOs where you can give long duration buffs to random people passing by.
>>304173
The feeling of discovery in FFT when you finally unlocked a new class...
Replies: >>313974
>>304366
>The only bad thing about the whole crafting system was how counterintuitive it became if you played blind: basically trial and error, and any specific required heavy grinding in a game not really aiming for that
Yeah, the game gave you a LOT of stuff you could do, when you didn't even need to do 1/10th of it to beat the game.
>>304150 (OP) 
parrying kicks fucking ass if you implement it right
On top of the visuals & sounds being satisfying and it feeling good to reverse the flow of a fight, it allows for significant skill expression by allowing a player who's actually paying attention to their opponents' swings to determine the pace of the fight, FORCING their opponent to open up for a walloping instead of waiting for the A.I. to drop its guard - and while you could say that waiting for the A.I. to do a parryable attack is the same, I think that making me be the one to put them on the back foot instead of making the idiot A.I. tire itself out makes the player and their enemy both appear stronger since the enemy's only threatened because of something YOU, the PLAYER did.
Replies: >>307265
Unicorn overlord did turn based RPGs in a very nice way that I'd like to see again

Rather thananually selecting what your characters do every turn, you assign "if - > then" statements to them where they take actions based on the battle conditions when their turns arrive.

I also like how it keeps the influence of RNG to a minimum and instead uses a direct comparison of stats to outcomes, similar to diceless ttrpgs that eschew randomized outcomes entirely.

So it feels like youve really earned every victory and every loss is down to you not optimizing your optimizations.

Its far from a perfect game and there's a lot that I hate about it, but I really like these two features and hope other games start using them.
Replies: >>307265
legambit.jpg
[Hide] (18.2KB, 400x233) Reverse
>>307119
That's really interesting, but...
>Rather than manually selecting what your characters do every turn, you assign "if - > then" statements to them where they take actions based on the battle conditions when their turns arrive.
So, basically FFXII's gambit system?
>>304748
There's something to be said about mechanics that help REDUCE GRIND as well, and systems that have a counter after a parry is great. It's like the game going
>...
>O.k., yeah, you clearly HAVE fought this enemy too many times.
>Yeah, we can skip it, my bad man.
>Sorry.
Replies: >>307387
>>307265
It's the gambit system on steroids.
I wish more games had good turret sections. I love sitting behind a big gun and cutting down hordes, I love the sound & the recoil of it and it's easier to really lose myself in the game when I'm not able to obsess over movement techniques or perfect dodging. Sometimes all I want is to hear the big gun go bang, cut down a horde, and feel like I'm protecting something - I've gotten similar feelings from playing slow tanky characters in multiplayer games, but I've been boycotting most of those for a while.
Replies: >>313317
>>313292
Not so much sections, but as entire games the VR market has a large segment of stubborn roomscalecucks, which has generated a large number of shooting gallery, turret, and lightgun-style games.
morrowindjournal.png
[Hide] (869.6KB, 1080x746) Reverse
This is a weird system/mechanics, but how the "quest log" system in Morrowind was implemented as its journal was perfect. I've always felt like that was the high water mark of "quest mark system", and no other game has thought to copy it and I never knew why:
1 - When something happened in game that caused the journal to update, and you go the notifier for it, the journal didn't just say "X happened", it would often have flavor text. It's written like it's by an actual person and not a yellow-text machine.
2 - The flavor text likewise acted as a soft hint instead of a hard "Do X" if you were stuck about where to go or that you might want to reload. It wouldn't say "Quest failed", it'd say "X wasn't happy with how you did..." 
3 - The indexing system allowed you to not only jump between quests, but also had keywords carefully selected so you could figure out intersecting quests.
4 - Due to 3, something that I loved in Morrowind in general was the encouragement of research. I would hoard books, and then spends hours reading them all, cross-reference them against my journal's bookmarking index system, and figure out where hidden treasures and ancient ruins were. Sometimes you'd find in some tome warning you of a huge Dwemer mechanism, and you'd feel proud you didn't get ambushed by it because you have an IQ above your shoe size and can read. I loved how a return back to my home base involved figuring shit out and planning for the journey.
5 - Related to 3, modern quest logs will just @#$!ing DELETE old quests so you can't reference what you already did or had already been.
6 - How it was enmeshed: it wasn't a weird abstract HUD element that took you out of the experience, it was a journal that you the character actually held. When you flipped pages it made a sound that sounds like you flipping pages.
7 - Switching back to chronological. Sometimes I'd be reading through a quest log figuring something out, then think, "Wait...didn't something like that happen a week ago?" And I would flip back my journal a few days to review. Just--you know--like real life. Also helped when real life got hellish.
Replies: >>313967
>>313959
I think of Morrowind as an adventure game. It would be cool if someone made a game like Morrowind where you go around solving mysteries, but with a decent combat system and without the insane leveling up system.
I wish FF expanded on the FF2 system instead of going the boring route.
>>304150 (OP) 
Rotating gravity. Falling Ship level in Star Wars: Jedi Knight Dark Forces 2 was too cool.

Programmable party member AI. Dragon Age: Origins did a lot of mediocre crap, but the tactics system, especially modded, allowed you to make party members whose AI responded the way you want instead of doing their own dumb shit or you could even disable AI and manually control the party. I really liked that about DAO.

I'm also big on crafting systems when they aren't retarded WoW-esque fetch quest recipe crafting.

>>304591
Mild digression but I need to know: What's the best FFT-like to play? I'm curious to get into the genre.
Replies: >>313983
nekotsukiblinking.gif
[Hide] (135.8KB, 640x360) Reverse
>>313974
crafting in DA:O was funny, gaining money isn't too hard with glitches to gain high amounts of components for explosives. Each one you use in battle has a cooldown & on higher difficulties can kill you.. but it's made irelevant 'cos you can have multiple in your inventory basically tossing half a dozen in the span of seconds. 
If I struggled on nightmare and couldn't move back I'd just risk dying and chuck poison, fire, frost and the like regardless of class I was lmao.
Replies: >>313987
>>313983
The crafting system was WoW-esque cancer. But it was very abusable, yes.

I think you could get infinite money crafting high-end lyrium potions. And I did the grenade trick too. In early DAO you could also stack literally every fucking poison and coating on your weapon at the same time for rainbows of bonus damage numbers. I think it's one poison and one coating now. The grenade trick still works too, but it's even better if you have a mage casting vulnerability or affliction hex to lower their resistances to everything. You can also use elemental damage boosting gear to improve your grenade damage. Seriously though, tossing 5 grenades for 400 damage base with your entire party was going to quickly kill anything. You only need 1 rank of poison-making to use all grenades and poisons.

Trap-making was also retarded. Small claw traps would just stun an enemy for 15 seconds and do 100 damage. Large claw traps did more damage but same stun. Just spam small claw traps. There were also lures (I think the overpowering lure could stun a whole group of enemies) and other things.

Rogues are just disgusting when they get Stealthy Item Use because they can just plant traps at enemies' feet or throw grenades at them without ever breaking stealth. It's broken as fuck.
>>304150 (OP) 
Non-linear levels with environments that you can actually explore to find different ways to achieve your objective and learn things by paying attention. Especially when the environment isn't purely static and you have enemy patrols, alarm systems, events, etc. happening and different ways to go through obstacles and create or find spots to hide in.
>>304150 (OP) 
Having to navigate with actual maps and occasionally no maps instead of minimaps and automap revealing everything. Thief was pretty good about this.
>>304150 (OP) 
RPGs where your character's build matters outside of combat beyond simple skillchecks.
[New Reply]
36 replies | 18 files | 31 UIDs
Connecting...
Show Post Actions

Actions:

Captcha:

Select the solid/filled icons
- news - rules - faq -
jschan 1.7.3