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!
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.
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 think the last game I played that did it was Smash Bros Ultimate, and that's barely a fighting game imo
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.
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
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 would love if Civilization or Crusader Kings implemented this.
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".
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.
Check out Wreckfest. It's mostly basically rallycross with plenty of damage. The physics is better than in Burnout, afaik. The sequel game was just recently either released or announced.
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.
When I was replaying ‘HL2’ around ten years ago, I ran around the whole map looking for where I can get outside of the plot course, especially in the slower parts of the levels. This culminated in me driving the hoverboat up a three-meter-high wooden platform, falling from that platform myself, and not being able to climb up again to get the boat. After which I had to run from the attack helicopter on foot, and swim by myself later on that level.
I use about the same approach in the original ‘Deus Ex’, which I've been replaying recently: investigating every nook and cranny, being 100% stealthy, trying to go where the game shouldn't allow me to be. I actually found an exit from a scripted part of a level where only one path is normally possible — though there was nothing to do outside of that part. The game also gives experience points for getting into some remote or secret places.
The scrolling health bar in Eartbound/Mother
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.
Horizontal progression. Relatively flat power curve, but you gain more options.
Guild Wars 1 is a really good example of this.
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.
A grapple hook
Just cause 2 with infinite distance grapple hook and chuck Norris character model. Too fun
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.
What is said fire spread system?
When a fire breaks out on grass, it spreads like it would in real life. In FC2 you could watch a small flame spread and become an inferno. It was awesome. Games don't have anything like that these days.
I really want to see a god game with gestures, like black&white, make the jump to VR
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.
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.
This is literally why people spend $500 on a switch 2; it has the only arcade racer on the market worth playing. If you don't want a single-game console or Mark Kart isn't whst you're looking for, tough luck.
SuperTuxKart is alright, from what I understand. They're also making a new version apparently. Though I'm not into karting arcades, so dunno for sure how it compares.
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.
The vehicle damage modelling from GTA 4. The fact that it hasn't been surpassed is tremendously disappointing to me.
- an absence of quick-time events (I hate those things in cut-scenes, parry systems, etc.)
- a mode that allows the player to destroy the environment, NPCs, etc. including, when on, making the game unable to be completed potentially. I think having that be a toggle will still allow people to relive older RPGs where you could easily ruin your life without knowing for hours.
- Off-the-wall weapons. I think Blood 2 had a few and even halflife 2
- Counting beyond 2, speaking of the above.
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.
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
randomization of stats, on weapons and gear. i feel like that adds interesting elements, diablo 2 for example.
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