The goal of this thread is to discuss game mechanics that seem to never really change and to generate innovative ideas in which they can be improved upon or uniquely used. I'd love to see the ingenuity that collaborating can bring, and to talk about games who made great use of a game play mechanic.
Here is a great video that gives an in-depth analysis about cover mechanics in third person shooters:
http://www.youtube.com/watch?v=sSGSj-evneoHave you noticed any elements in games that you believe don't seem to add value to game play or that can be improved upon?
In stealth games recognizing enemy behavior patterns becomes pretty apparent. I typically only ever see three types of enemies: guards that patrol, guards that remain at a post, and guards that are preoccupied (eating/sleeping/talking). You never really see them alter or trade their behavior patterns. For example, If an enemy is alerted or suspicious they might change their behavior for a while, but then they go back to whatever they were doing before as if nothing happened. Why not add a fluctuating alertness meter (almost like, but not to the extreme of, when you are on the cusp of dozing in and out in a classroom) and have patrolling commanding officer that "keeps them in check" which increases or restores their "alertness" and alters their behavior (ie. patrolling pattern, the way in which guards at a post look around in place, etc) for a mild amount of time while the patrolling commanding officer is in their vicinity.
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Not every game needs it, and it probably goes over the head of a lot of players, but I do believe that when it´s done properly it helps cement the game world (witcher 3 does it successfully). Feeling the game world being somewhat alive, actions happening without you instigating them, is pretty awesome.
Currently playing Ghost Recon Wildlands and really enjoying it, but it could use some love in this department.
- a closed off room with waves of enemies that need to be cleared before you....
- watch a cutscene that furthers the story before you...
- climb up a bunch of shit before you...
- do a super simple puzzle before you...
- go back to number 1.
Points 1 through 4 can be shuffled.Using a compass or directional navigation pointers when the landscape is designed to stop players from walking straight there.
Giving players a lot of loot but poor ways to manage it.
Dialog options that are just 3 different ways of saying yes.
Games like Metal Gear Solid V or Mirror's Edge Catalyst, used to be great game but once become open world, for me, it feels less the impact.
Legend of Zelda, Why cant i just slay my allies instead of talking to them? End the game in a n hour
Strange to use Zelda as an example, since you literally play as a reincarnated 'hero' chosen by the gods in every game. Dark Souls might be more your milieu.
I'd appreciate if npcs would just kick your ass it you attacked them, or ran away.
Now that I think about it, Planescape: Torment somewhat fits your description; you can kill all of your companions if you wish (and the game on occasion compels you to do so at certain critical moments), but not every NPC — iirc there are in-universe explanations though, i.e. they're way more powerful than you — and some companions you can skip meeting altogether. But apart from skipping dialogue it doesn't speed up the game that much, and it's debatable how much of an asshole the game actually lets you be. Dishonored lets you kill almost everyone (as well killing no one at all), but it's a bit heavy-handed in painting you as 'evil' in the first case and benevolent in the latter, when some of the non-lethal solutions are arguably fates worse than death.
Minimaps can be very distracting and I feel like playing the minimap and not the game. Often optional, but in that case other things that rely on the minimap use can be missed. Deus Ex Mankind Divided or Witcher 3 come to mind, especially in the cities it's so much more fun to walk.
Generally I'm not a fan of huge UI elements that fill up the screen for all kinds of usable items or similar.
Quicktime events and generally popups when to press what not. It must be clear from the content which actions are usable or not, otherwise you an show a black screen with button popups only.
I don't mind if certain NPCs are not killable.
I feel like World of Warcraft has set the bar too high, but in the end they couldn't maintain it.(with both their PvP and PvE). And now me and other gamers as well need something more challenging and complicated, but as good at the same time. All other MMO's i've played are not good enough and the only interesting choice left is to try the Final Fantasy MMO though i dont want to pay a subscription for a game.