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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?

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[-] tatann@lemmy.world 1 points 1 month ago* (last edited 1 month ago)

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

[-] BoxOfFeet@lemmy.world 1 points 1 month ago

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.

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.

[-] TevTra@lemmy.tevtra.com 1 points 1 month ago

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…

[-] prole@lemmy.blahaj.zone 1 points 1 month ago

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.

[-] TevTra@lemmy.tevtra.com 1 points 1 month ago

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.

[-] missingno@fedia.io 1 points 1 month ago

The Fiend's Cauldron from Kid Icarus Uprising. At the start of a stage, you have to wager currency on how high of a difficulty you want to attempt, on a sliding scale from 0.0 to 9.0. Higher difficulties cost more to play, and if you fail, you lose your bet and the difficulty drops if you choose Continue. It's an interesting system for how it forces you to check your ego and self-evaluate just how much you think you can handle.

[-] Sanctus@anarchist.nexus 0 points 1 month ago

I wanna see games going wide again. Get me something like Sonic Adventure 2 Battle again where we got racing, going fast, a creature battler/care system, multiplayer. I miss when games were full of a wide variety of shit.

[-] it_depends_man@lemmy.world 1 points 1 month ago

Most MMOs are that btw., if you haven't played any. Lots and lots of minigames.

[-] gwl@lemmy.blahaj.zone 0 points 1 month ago* (last edited 1 month ago)

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

[-] JackbyDev@programming.dev -1 points 1 month ago

You mean patent. You don't choose to copyright things or not, all media is inherently copyrighted. This comment is technically copyrighted once I hit send. It sounds like your referring to Shadow of Mordor's/War's Nemesis system being patented.

[-] gwl@lemmy.blahaj.zone -2 points 1 month ago
[-] JackbyDev@programming.dev 1 points 1 month ago

Copyright infringement, trademark infringement, and patent infringement are all very different.

[-] gwl@lemmy.blahaj.zone -2 points 1 month ago

Cool, but the difference doesn't matter for this context, the result is the same

[-] JackbyDev@programming.dev 1 points 1 month ago

The difference does matter. Two copyrighted games can have similar mechanics. Just look at literally any pair of games in the same genre. First person shooting isn't patented, so anybody can make an FPS game. They patented the nemesis system. Shadow of Mordor and Shadow of War are copyrighted.

[-] gwl@lemmy.blahaj.zone -1 points 1 month ago* (last edited 1 month ago)

Cool. The result is the same.

To put it simply. I do not care

[-] JackbyDev@programming.dev -1 points 1 month ago

It's a common misconception. It's not a big deal. Why are you being so defensive about me correcting it?

[-] gwl@lemmy.blahaj.zone -1 points 1 month ago

Vibes across as mansplaining, it didn't add anything to the context

[-] JackbyDev@programming.dev 1 points 1 month ago

I'm not a man

[-] vortexal@sopuli.xyz 0 points 1 month ago* (last edited 1 month ago)

A mechanic to permanently gain new attacks and/or abilities by mastering equipment. I haven't seen that many games have this mechanic and it's mostly been adult games for some reason. I think Kingdom Hearts: Birth By Sleep is the only non-adult game I've seen to have this mechanic.

I just remembered another one. The Gambits system from Final Fantasy 12. I've always liked this mechanic because it almost completely automates battles, allowing you to focus more on exploration and treasure hunting. I have only seen two games do this and, once again, FF12 is the only non-adult game I've seen with this type of mechanic.

[-] VindictiveJudge@lemmy.world 1 points 1 month ago

Final Fantasy 9 had you learn skills from equipment.

[-] supersquirrel@sopuli.xyz 0 points 1 month ago* (last edited 1 month ago)

The control scheme in Total Annihilation where you can que up lots of commands for units has largely been ignored by RTS game makers except in Supreme Commander and Spring/Recoil engine games such as Beyond All Reason and Zero-K. I think it is a perfect example of why the RTS genre in many respects died after hyperfocusing on making Starcraft-likes resulting in the stagnation of innovation in a genre that progressively catered more and more only to a very narrow range of brains/players who enjoyed simplistic explicit rock-paper-scissors unit relationships and endless fiddly micro.

[-] SolSerkonos@piefed.social 1 points 1 month ago

Can you explain what you mean? I never played TA, but being able to queue commands is pretty common in RTS games. Did TA have some kind of system to further facilitate that, or was it just taken to an extreme?

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this post was submitted on 28 Nov 2025
20 points (95.5% liked)

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