I was recently discussing Farcry 2 with some friends and how cool the fire spread system was - And how it essentially was never used again after that title.
Is there a cool feature or mechanic you’ve seen in a game and hope to see more of?
The scrolling health bar in Eartbound/Mother
Destructible environments like in silent storm. You could remove walls and floors with grenades or mines. Unfortunately it was a bit buggy and slow. Teardown is fun, but it feels like a tech demo.
Take a look at Half-Life 2’s old Face Poser software. I feel like you don’t see that sort of action-level control much anymore.
Indie studios are evading the need for lipsync entirely, by making simple models, giving people masks, putting them on radio overlays, etc. AAA studios are overengineering it, putting a $4,000,000 actor in a motion capture suit for each of their cutscenes to capture every fine detail as they stare in wonder at the white ping-pong ball in the studio with the sign written; “LOOK HERE”.
Face Poser was a good median; it’s where the director gets control, but you don’t need a vast technical setup beyond animations, some vowel extraction, and some basic know-how. It means that if the director wants to add a criticism “No, character B should give a dubious, unsure look when character A says that”, it’s something they can apply directly rather than ask the animators to do by hand.
For some reference, old machinima like Clear Skies, or my own “AS” made use of Face Poser.
The instant i read farcry 2 i thought of the fire too.
The fire was amazing and gave me interesting ways to burn out enemies in outposts etc.
I miss casual flight sims that were designed to be played with a joystick. Not so much Janes F-15 1997 or whatever, i’m more talking about Crimson Skies. I want more Crimson Skies.
Cross game integration. I was recently playing Last Command B-Side, and in a certain part, the game picked stages themed around the games I have installed and it blew me away.
Horizontal progression. Relatively flat power curve, but you gain more options.
Guild Wars 1 is a really good example of this.
Mods and self hosted servers
This seems fairly common among the survival games genre.
mind sharing a few titles?
I stopped looking into much new stuff beyond word of mouth, last I played was Neither, I think, and it was very disappointing that that didn’t go anywhere. neat that you can still run a server, though
V-Rising, Valheim, No Man’s Sky, Palworld, Enshrouded, Conan Exiles.
Minecraft is probably the quintessential survival game and has a significant modding community.
The vehicle damage modelling from GTA 4. The fact that it hasn’t been surpassed is tremendously disappointing to me.
Tanking with shields (force/kinetic shields in sci-fi games, not physical shields)
I liked when games let you face-tank damage with your shield (like in Mass Effect, before Andromeda where they made shields weak af and even removed shield gating) and not having to care for healing (unless you lose all your shields)
I don’t know if it’s due to the souls-like trend, but it feels like game developers need to make punitive games nowadays
Battlezone II had force shields. They used your vehicle’s weapon energy. The shields used energy, and also taking hits would drain your energy. You needed a ship with fast energy regen to make the most use out of them. One ship from the X-Mod mod, the Jade Falcon, could actually regenerate faster than the shields drained. So you could keep them on all the time, and still shoot some. It wasn’t invincible by any means, but that regen speed plus the fact that the radar ping twice as frequently made it my absolute favorite ship.
Fun unlockables by doing some cheat.
Imagine telling a FIFA player that you used to be able to have a dog as referee by doing the Konami code. And it was not behind a fucking paywall.
International Super Star Soccer for SNES had this: https://www.youtube.com/watch?v=sYaHPm-yDl8&t=63
I miss cheats too, I remember my friend at school had cheat codes for gta vice city and I copied them down and took it home.
The number of “cheat codes” that were actually just bonus content. Like I remember there were codes in Diddy Kong Racing where you could change all the power-up balloons to any color, like all red or all blue. I also remember there were codes in Mechwarrior II that unlocked a few mechs. Like, there were NPCs in a few missions that were a Tarantula, a Battlemaster, and there were elementals in one level. You could cheat to play as them, but the Battlemaster crashed the game.
Good times.
Dude I miss unlocking fighting game characters. Now they’re all purchaseable… Like you literally can’t just earn them from beating the arcade mode - that is if the game has an arcade mode to begin with these days
I think the last game I played that did it was Smash Bros Ultimate, and that’s barely a fighting game imo
I really wished there are more games that implement something like the gambit system from FF12. My dream game is some monster / pet collecting and battling game plus the gambit system from FF12. now if only n*ntendo wouldn’t be such an @ss…
Check out Unicorn Overlord (I know, awful name).
Definitely a different kind of game than FF12, but the way the combat works reminds me quite a bit of gambits. Really fun game too, with beautiful art style.
Oh, it’s one of Vanillaware games with their distinct art style! Doesn’t seems to be released on steam though. Too bad because it seems like a perfect game to play on the steam deck.
Split screen coop/multiplayer
Way too many games only let you do multiplayer with one player and have online only coop campaigns
Used to be pretty standard that a guest could play with you online
Nemesis system. But
WankerWarner Bros tossed a patent on it and no one else could use it.I’m currently enjoying a Skyrim playthrough that uses the Nemesis mod. It doesn’t have ALL of the features that the shadow series does of course, but I’m really enjoying it!
Link to the mod?
Ooh, I started a new VR playthrough recently, without a concrete plan (well, beyond joining the Brotherhood, because Music of Life by Young Scrolls is amazing).
This looks like it could spice things up!
The nemesis system patents and Namco’s loading screen mini game patent are two examples of why game mechanics and features should never be granted an exclusive patent.
Of course Namco’s patents expired in 2015 at a time when seamless load screens had become the industry standard.
Who knows what the gaming landscape will look like when people are finally able to get their hands on the nemesis system again?
What’s that?
There’s plenty of better deep dives on YouTube, but basically it’s a system in Shadows of Mordor (and moreso in Shadows of War) that would take a random NPC you were fighting and were joined by (or almost killed,) and elevate them thematically. If one knocked you down there’s a chance they would pick up your sword and break it, smack talk you, and walk away. That guy, of his name was Doug, became Doug the Sword Breaker. Never time you saw him, he’d get a short introduction and a quip or two to remove you of who he was.
If you died, since you were a spirit they’d just mock that they already best you before. But if you were killing them, they might get a scene where they manage to get away to amplify the story. Or maybe you’ll just kill them. It was random and happened with random NPCs, elevating them in the enemy army.
I believe in the second one you could even mind control someone, and take out the people above them, and have a spy in the upper ranks.
Imagine an action game with some Crusader Kings plot drama happening.
Honestly I think there’s probably enough prior art to get away with using whatever you wanted from it. But a) I’m no lawyer and b) I’m not risking millions of dollars making a game.
Basically a pseudo random system that’d generate orcs for you to meet-fight-recruit they’d have very fleshed out intros
I want to see puzzles that are implemented using the physics engine. And I don’t mean “toss the axe in the proper arc to trigger the gate” physics. I mean “stack the bricks on one end of the seesaw to balance it long enough to make the jump to the next platform”. Or “use the blue barrels’ buoyancy to raise the platform out of the water”.
I think those were mind blowing when I first played hl2, just because real time physics and destruction was novel, but now I think they grind the pacing to a halt. I think they just don’t work in an action shooter IMO.
My opinion is the exact opposite. Narrative games, even action shooters, need to have high action and low action parts in balance. If high action segments are excessive, it can lead to combat fatigue. If low action parts are excessive, the player gets bored and the pacing dies.
Half-Life 2 E1, the “Low Lives” chapter, has probably the most stressful combat in the game because the player has to balance so many things. Shooting the zombies attacking Gordon versus helping Alyx fight. Helping Alyx versus keeping the flashlight charged. Firearms versus explosive props. All of that in oppressive darkness. Combat fatigue sets in. The short puzzle segments, even as simple as crawling through a vent to flip a switch, are opportunities to take a breath, absorb the environment, and prepare for the next segment – especially at the end of that particular chapter, when the player escapes the zombies and has a chance to wind down.
At the same time, puzzles, by their slower nature, are excellent for delivering narrative and player training, and to let the player absorb the atmosphere. Alyx’s first encounter with the stalkers in “Undue Alarm” wouldn’t have had the same emotional impact if the player could just pop them in the head and move on.
In contrast, most of “Highway 17” is just a prolonged vehicle-based puzzle. By the time the player reaches the large railway bridge, they might be sick of driving. I know I was. It’s a relief to finally engage in some platforming and long-range combat while traversing the bridge.
So what are the narrative values of my two examples? The cinderblock seesaw in “Route Kanal” is just player training. A show, don’t tell method to let the player know that physics puzzles will be a factor. It’s also a short break after the on-foot chase, before the encounter with the hunter chopper. In “Water Hazard”, the contraptions serve a larger narrative purpose: they’re the tools of the rebels’ refugee evacuation effort. The player utilizes them like one of the refugees would have.
The best bits of the Half-Life games are the more slow parts. Just taking in the environmental storytelling, solving simple puzzles, etc. Helps to make the more action sequences feel more impactful and intense.
Yesss and more destruction physics. I miss watching cars crumple and get torn apart like in the burnout games. There was a really old ww2 dogfighting game where the plane wings could get sawn off and you’d see this smoking plane spiralling into the ground while the wing flew off in the opposite direction before the plane exploded on the ground.
Red Faction was great for that. You could go around, sure. Or just bust through the damn wall.








