Fun fact: some mechanics never came back cause they got copyrighted and the studio with the copyright went "no, we're not doing that kind of game anymore" and as soon as anyone goes "okay, can we try?" they sue them into oblivion for copyright infringement
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Did you know Shadows of Mordor copyrighted the Nemesis System and then proceeded to never use it in any other games ever again despite people calling out for it?
That's one I'd like to see
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
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 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.
Nemesis system. But ~~Wanker~~ Warner Bros tossed a patent on it and no one else could use it.
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?
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!
I really want to see a god game with gestures, like black&white, make the jump to VR
The scrolling health bar in Eartbound/Mother
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
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.
It didn't really take off to begin with but dual screen support like Supreme Commander had with the real-time map overview on the 2nd monitor. It could be a skirmish map or live track map for a racing game, live scoreboard, player status or inventory system.
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.
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.
Horizontal progression. Relatively flat power curve, but you gain more options.
Guild Wars 1 is a really good example of this.
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.
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.
Vehicle combat games. Which I guess is more like a genre than a mechanic.
Right now it's basically Mariokart or nothing.
Grip came out in 2018, but the physics were really unforgiving (clipping a corner could cost you like 10 seconds as you tumble) and there weren't enough players online.
Which is a real shame because it's gorgeous, fast paced, with effective power ups, and amazing tracks. And a hell of a sound track.
My friend made this top down racing game with guns. It's free to play in the epic store: https://store.epicgames.com/en-US/p/auto-drive-c2db17
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
Arcade racers that aren't just... Bad.
Burnout Revenge was a beloved game of my childhood. You had bonuses from wrecking your foes, got bonuses for creating wrecks, and for near death experiences. And there was an awesome mode where you would launch your car into a scene to cause as much damage as possible.
Midnight Club 2 where you could customize your cars and race them on fun tracks, but could also just beep around the open world.
Maybe it's nostalgia, but I would love a fun racing game that doesn't have a GTA attached to it.
Destructible buildings like in Red Faction: Guerilla.
That's the thing I miss the most. We have such insanely powerful hardware now and yet we never exceeded 2009 in destruction tech.
Teardown scratched that itch a little bit but it lacks proper building physics.
Mechanics from the Mercenaries series. Destructible buildings, getting weapons and vehicles dropped to you anywhere at any time. Being able to ally with different factions. Oh, and the ability to call in airstrikes. Bunker busters, cluster bombs, artillery barrages, etc. Just Cause and Metal Gear Solid V are the closest things to that. But they just aren't the same.
And the ability to just fly like Superman. I'd like that in more games.
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.
In case you didn't know, Zelda Breath of the Wild and Tears of the Kingdom have a very similar fire spread system.
Tf2 nemesis System in pvp shooters
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…
NFL 2K5 gameplay in a newer football game
Magicka 2 combat in some 3rd/1st person action RPG
The vehicle damage modelling from GTA 4. The fact that it hasn't been surpassed is tremendously disappointing to me.
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.