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?
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.
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.
Destructible buildings like in Red Faction: Guerilla.
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.
A grapple hook
Palworld has craftable grapple guns that make for easier exploring… Unless you prefer your fire-breathing flying mount.
Just cause 2 with infinite distance grapple hook and chuck Norris character model. Too fun
Just cause 2 with infinite distance grapple hook and chuck Norris character model. Too fun
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.
Nemesis system. But
WankerWarner Bros tossed a patent on it and no one else could use it.Dodge offset from Bayonetta, boost from Vanquish, and make your own moveset from God Hand.
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.
Kirby Air Riders definitely feels like it keeps that spirit alive. The game could’ve just been City Trial and I would’ve paid $70 just to play City Trial, but they packed everything else in there too because they could.
Most MMOs are that btw., if you haven’t played any. Lots and lots of minigames.
Oh I have, have probably like 4 years playtime in game for WoW. But it used to be common. Idk it feel like it used to be about fun and now everything takes itself too seriously.
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.
Oh that’s true, I did forget about that one.
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.
I’m working on a game like that, but it’s far from completion.
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?
In TA you could select a unit factory then issue move orders and set up patrol routes and then any units constructed by that factory would follow those orders. Also, if there was a unit executing a repeating move pattern, you could select it, hold shift and give it a new order. It would execute that order, then when done it would return to its original pattern.
To add to what the other guy said, Supreme commander allowed your units to synchronize shots, for example for the big guns on battleships, useful for punching through shields.
They also allowed you to queue orders, display them and then edit them. So you could set up one big patrol path for 100s of helis and fighters and defend your territory that way, and when you want to expand you can drag the patrol points and all of those 100s of units would automatically adjust.
Also there were heli transports with lift and drop points and you could use that to ferry units quicker than they would walk. So you could set the drop point closely behind the frontlines and advance the drop point with the front line, allowing for quicker resupply of troops.
Quite a bit more advanced than you would see in starcraft or AoE2 overall.







