Character Abilities You're Tired Of

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linkblade91

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Dec 2, 2009
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The title says it all: what skills, attacks, powers, and/or abilities of RPG/action characters do you think are old and tired? Perhaps you believe that one skill to be an outdated idea for the modern game, or have seen a certain special ability used to death by every warrior this side of the galaxy, and their mother to boot. Point out the ones you'd like to see go, and maybe provide some alternates or changes that could be made to keep things fresh.

I'll start things off with a few choices of my own:

#1 Whirlwind attack --> Staple of the RPG warrior/barbarian
Barbarian are melee powerhouses, masters of martial combat who are said to be one with their weapons; truly, instruments of death. So why is their go-to skill always to spin in a horizontal circle until they're dizzy? This attack is normally very powerful, sure, but I think it is overdone to the point that it's simply...boring. If you're going to spin your greatsword, why not spice things up: try some vertical flips, cutting down the target in front three, four times with your blade? Even better: why not corkscrew through your opponent for massive damage?

#2 Slo-mo or "Bullet Time" --> An untold number of shooters
This one is obvious, and I don't believe myself to be alone on this issue. Slowing time in a shooting game has its advantages, but Bullet Time is the king of over-utilized abilities. It's usually not even explained in-game as to how you can do it; slowing time is just an inherent ability of all burnt-out cops, I suppose. If your character has an inexplicable ability, try something different for a change. X-Ray vision? Reflecting shots back at your target? Portal-esque teleporting?

#3 The "Four Elements" --> Seemingly every mage, spellcaster, or warlock ever
I am of course referring to the schools of Fire, Water, Air, and Earth. Even within this system, there lies an inherent cliche of what each school or element has in its arsenal, and what its primary function usually is:

Fire is for high damage over time, relying on Fireballs, Firewalls, and Meteors to kill things over time with their power to burn
Water/Ice is for defense and healing, relying on Healing Rain, Ice Shields, and Cold Rays for slowing your opponents and aiding oneself
Air is about speed, in damage and movement, relying on Thunderbolts, Chain Lightning, and Hastes to act (and kill) quickly
Earth is about tanking and suppression, relying on Stoneskins, Rock Walls, and Earthquakes to reduce incoming threats

I'm not trying to say that this system is always the case, but its the Rule of Thumb from which the few exceptions find ways to deviate from. There's no reason one cannot change up the priorities of the spell affinities, or maybe mix-and-match the skills (Thunderballs? Raining Fire? Chained Earth - i.e: Rock Snakes?). And who's to say that the Main Four have to be the schools from which your spellcaster can call their power from? A mage could rely on an entirely different set of "elements": Space, Time, Order, and Chaos, for example.


So those are my three. I can think of a lot more, but this OP is getting kinda wordy as it is ;) So it falls to you, fellow Escapists - are there any powers or abilities you would like to see freshened up, modernized, or perhaps removed entirely from gaming?


Edit: Captcha was laser beams. Now that's how you spice up shooter games...or barbarians lol
 

Brendan Stepladder

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May 21, 2012
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These "gun" things in every FPS. Every one always uses them, and they are overpowered when compared to the rest my the weapons, like hand grenades and hand-to-hand combat.

In all seriousness, boring perks need to go. You know the type. Straight up health upgrades, DPS upgrades, and the like. Nobody looks at those perks and says, "This perk looks like fun." They say, "Well, I think this perk is useful. I should equip it out of necessity."
 

Ranorak

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Feb 17, 2010
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Light/Dark
Holy/Shadow
Black/White

A clear set of magic that is either inherently good or evil.
It's both overdone, and usually end with a classic good vs evil thing.

If you MUST have this system, at least be a bit creative and have the bad guy use good magic. Cause he believes he's doing the right thing or whatnot.
 

Mirroga

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Ranorak said:
If you MUST have this system, at least be a bit creative and have the bad guy use good magic. Cause he believes he's doing the right thing or whatnot.
Believe it or not, even that is a bit overdone in terms of Japanese games and comics.

Bullet time to me is overdone.

As for the whole classic elements of a mage, it can be done right. But it requires you making the actual protagonist be a mage without any form of close quarters combat and make a revolutionary tactical adventure game with self-prepared and time-activated spells and alchemy. It did work very well in Okami if they mix the way you use magic instead of a simple hotkey that will never be engaging.
 

Tuesday Night Fever

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linkblade91 said:
#2 Slo-mo or "Bullet Time" --> An untold number of shooters
This one is obvious, and I don't believe myself to be alone on this issue. Slowing time in a shooting game has its advantages, but Bullet Time is the king of over-utilized abilities. It's usually not even explained in-game as to how you can do it; slowing time is just an inherent ability of all burnt-out cops, I suppose. If your character has an inexplicable ability, try something different for a change. X-Ray vision? Reflecting shots back at your target? Portal-esque teleporting?
I'm actually rather curious about this one. Could you elaborate a little on which games do it? I'm aware of the Max Payne series (I'm assuming this is the burnt-out cop you're referring to), and I know the Call of Duty series does it every once in a while in the newer titles (usually following the use of a breaching charge or to emphasize the drama or whatever of a scene - so its more of a storytelling device than character ability), and those terrible Matrix tie-in games... but other than that, I'm drawing a blank.

And for Max Payne it actually makes a whole lot of sense, since the combat of the game is supposed to be a love letter to John Woo and the Wachowski brothers style of action, which is very notably not grounded in reality and "bullet time" is supposed to be a visual representation of the character's above-average reflexes as opposed to a "magic" (for lack of a better word) ability.

Anywho... other than that...

Ninja'd by the OP. I wholeheartedly agree on Whirlwind abilities for the same reasons, and also the use of the standard four elements by caster classes. I actually like it when games throw in little subversions to the elements (such as Kingdom of Loathing, which uses Hot, Cold, Stench, Sleeze, and Spooky as its elements).
 

linkblade91

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In reference to my pointing out Bullet Time
Tuesday Night Fever said:
I'm actually rather curious about this one. Could you elaborate a little on which games do it?
The hilarious thing is that when I put Bullet Time in the OP, I was having issues myself, a complete brain fart as to what series other than Max Payne uses the ability. But I've gone out and found some, scouring my memory databanks and the Interwebs for the answer:

Red Dead Redemption, the Fear series, Fallout's VATS system (arguably), Wolfenstein, Wet, Hardboiled, Timeshift, Call of Duty (Modern Warfare 2 and 3), Painkiller, Doom 3, Bayonetta, Bloodrayne, Devil May Cry 3, Infamous 1 and 2, Warhammer Space Marine, any game related to The Matrix (duh)

...and those were just the ones I could remember or found on TV Tropes o_O
If you combine it with movies, then you're looking at a fatal overdose of Bullet Time.

----------------------------------------------------------

In reference to making the classic magic elements more exciting
Mirroga said:
It did work very well in Okami if they mix the way you use magic instead of a simple hotkey that will never be engaging.
Okami was an absolutely beautiful, wonderful game. I loved using the paintbrush to cast spells in the heat of battle, or when interacting with the environment. My favorite was drawing the lightning symbol on an enemy, and then seeing the giant, very bright thunderbolt strike down from the Heavens.
 

Gormech

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Shapeshifting ...

Teleport/wavedashing/other cop-out for not making them move to where they want to be

Sword turns into stronger sword.

The mindgames

Summons

Plot devices ...
 

marfin_

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The Lazy Blacksmith said:
In all seriousness, boring perks need to go. You know the type. Straight up health upgrades, DPS upgrades, and the like. Nobody looks at those perks and says, "This perk looks like fun." They say, "Well, I think this perk is useful. I should equip it out of necessity."
I have no problem with health or other boring upgrades if it provides something unique to the gameplay. For example Mundo from League of Legends sacrifices his own health to damage enemies and use abilities, so the health upgrade itself might be boring, but it lets me preform this interesting gameplay experience from this character.
 

Twilight_guy

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Nov 24, 2008
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Lockpicking. Lockpicking is fine and all but for some reason its always the default for dealing with a locked door/chest. I want to see more creative solutions, like bashing a chest open, or dissembling the hinges, or dropping a chest from a great height (if the contents aren't fragile) or hell, let the wizard burn it with a fireball. Having a thief to unlock it might be less messy, but its also less fun.
 

linkblade91

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Dec 2, 2009
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Twilight_guy said:
Lockpicking. Lockpicking is fine and all but for some reason its always the default for dealing with a locked door/chest. I want to see more creative solutions, like bashing a chest open, or dissembling the hinges, or dropping a chest from a great height (if the contents aren't fragile) or hell, let the wizard burn it with a fireball. Having a thief to unlock it might be less messy, but its also less fun.
I am a Level 9000 Warrior, wielding the WarHammer of Justice given to me by the Gods themselves! Why you no open for me?
*Smashes box into shrapnel*
Ooh look, a teddy bear! I will name you Mr. Growly.
*Puts teddy bear on shoulder*
 

Tuesday Night Fever

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linkblade91 said:
Red Dead Redemption, the Fear series, Fallout's VATS system (arguably), Wolfenstein, Wet, Hardboiled, Timeshift, Call of Duty (Modern Warfare 2 and 3), Painkiller, Doom 3, Bayonetta, Bloodrayne, Devil May Cry 3, Infamous 1 and 2, Warhammer Space Marine, any game related to The Matrix (duh)

...and those were just the ones I could remember or found on TV Tropes o_O
If you combine it with movies, then you're looking at a fatal overdose of Bullet Time.
The thing is though that a few of those examples either don't fit in with the original complaint (that the ability is unexplained) or they are completely optional and can thus be avoided entirely if the player dislikes the feature. Of the ones you listed that I've played...

Red Dead Redemption: Optional. Used as a visual representation of John Marston's above-average reflexes as a seasoned gunslinger since it's generally assumed that the person playing the game probably isn't Bob Munden [http://www.youtube.com/watch?v=hujvVmuLuoM].

F.E.A.R. series: Mostly unexplained, but still optional.

Fallout: Optional. Though unexplained in the context of the game's story, it was meant as a throwback to the turn-based combat of the original games. So while a new player who doesn't care for turn-based combat could run-and-gun, the fans of the original series that happened to like the turn-based aiming can still do so.

Wolfenstein: BJ doesn't personally have the ability to slow anything down. The power is granted to him by the Thule Medallion during the game. Notably, the medallion actually grants four different powers, and "bullet time" isn't the first one acquired.

WET: Fits the original complaint... however, I'm not sure why you'd play a game like this if you don't like over-the-top spectacle fighting. It's like going to a Michael Bay movie then complaining about his overuse of fiery napalm explosions.

Hard Boiled: Not a game, as far as I'm aware. It's a John Woo movie... I'm assuming you mean Stranglehold? Which again... if you're not into over-the-top spectacle gun fights, it's probably best to avoid anything with John Woo's name attached.

Time Shift: Doesn't fit the original complaint, as time manipulation isn't an innate ability of the character, it comes from the suit which was the result of experimentation with time travel. Time manipulation is required to beat the game... but if you don't like time manipulation, why would you play a game called Time Shift in the first place?

Call of Duty: Modern Warfare 2/3: Mandatory, although it's not really an ability of the player. Considering the more recent Call of Duty games are just about the epitome of spectacle shooters, it shouldn't be surprising that it makes a brief appearance.

Painkiller: It's a completely optional power-up bonus, and it's one of many different power-ups available to you. Game is easily playable/beatable without having to rely on it.

Doom 3: I'm assuming you're referring to the Hell Heart from the game's expansion pack. "Bullet Time" is a power of the Hell Heart, not the player character. It's required to beat the game, but again, it's not the only power-up granted by the artifact.

Warhammer 40000 Space Marine: See above with Red Dead Redemption. Visual representation of reflexes unlikely to be possessed by the player.

Matrix tie-ins: Explained in the films, and again... if you don't like bullet time, why are you playing Matrix tie-ins? Seems silly.

While I can agree that it gets somewhat overused, I don't think I can agree with your original complaints for why it needs to go. It's typically either explained, used as a representation of something the audience would otherwise be unable to do, used in addition to multiple (or in some cases a multitude) of other special abilities, or used in "gun porn" spectacle games/cinema where it should have been expected anyway. I think, for me personally anyway, generally speaking "it's just not my cup of tea" would be a better justification for wanting it less overused.
 

Lonely Swordsman

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linkblade91 said:
#1 Whirlwind attack --> Staple of the RPG warrior/barbarian
Barbarian are melee powerhouses, masters of martial combat who are said to be one with their weapons; truly, instruments of death. So why is their go-to skill always to spin in a horizontal circle until they're dizzy? This attack is normally very powerful, sure, but I think it is overdone to the point that it's simply...boring. If you're going to spin your greatsword, why not spice things up: try some vertical flips, cutting down the target in front three, four times with your blade? Even better: why not corkscrew through your opponent for massive damage?
The whirlwind attack is a quick and functional way to get out of situations where you're flanked by multiple enemies and by that probably the most useful tool in your entire arsenal. If you can think of a better way to accomplish that, I would like to hear it.
The same points could be made for every other ability you mention. The whirlwind attack didn't become so prevalent in games because it looks cool, it's just a plan useful feature to have.
The same point can be made for every single item on your list. Cliches aren't used just because developers are lazy, but because they work.
 

Baron_Rouge

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The ability of modern FPS protagonists to magically heal bullet wounds by just waiting around. The old system of just walking over a medkit was so much more realistic and immersive!

On another note, I'm pretty tired of light-dark magic, mainly because no-one wakes up in the morning and thinks "hmm, I think I'm going to be evil today". Pretty much every person who does evil things does so because they honestly believe they're doing the right thing, so I think magic systems in games should be a little more morally ambiguous to reflect that.
 

rosac

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I find heavily restrictive class systems annoying as hell, which may be why I loved Guild Wars. I may be a ranger, but with rampage as one and a hammer, I become a fearsome melee warrior. Other MMOs, if you're a ranger, you use a bow and maybe a melee weapon. A shitty melee weapon. And have a pet (admittedly, GW has this). If you're a warrior, you're tanked up to the nines and have no ranged attacks. barbarian? Enjoy ridiculous DPS but lighter armour.
 

Terminate421

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Baron_Rouge said:
The ability of modern FPS protagonists to magically heal bullet wounds by just waiting around. The old system of just walking over a medkit was so much more realistic and immersive!
.
The problem is the final boss has to have like 10 of those around them. Also, recharging health works in games that are plausible or given reason, a Spartan in the Halo games has a full set of shields before taking actual fire. After that its nothing but the armor and sheer stamina keeping him alive.

In some RPGs, your armor hinders your ability to do the most basic act. Plate armor kills any ability to fire a crossbow etc. the only exception to this rule is world of Warcraft because it's for balance.
 

Baron_Rouge

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Terminate421 said:
Baron_Rouge said:
The ability of modern FPS protagonists to magically heal bullet wounds by just waiting around. The old system of just walking over a medkit was so much more realistic and immersive!
.
The problem is the final boss has to have like 10 of those around them. Also, recharging health works in games that are plausible or given reason, a Spartan in the Halo games has a full set of shields before taking actual fire. After that its nothing but the armor and sheer stamina keeping him alive.

In some RPGs, your armor hinders your ability to do the most basic act. Plate armor kills any ability to fire a crossbow etc. the only exception to this rule is world of Warcraft because it's for balance.
I apologise, I was being facetious. I really don't mind regenerating health, and I especially like the Halo way of doing it. Borderlands has to have my favourite health system though, health bar with regenerating shields.
 

Rumpsteak

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Twilight_guy said:
Lockpicking. Lockpicking is fine and all but for some reason its always the default for dealing with a locked door/chest. I want to see more creative solutions, like bashing a chest open, or dissembling the hinges, or dropping a chest from a great height (if the contents aren't fragile) or hell, let the wizard burn it with a fireball. Having a thief to unlock it might be less messy, but its also less fun.
This. This right here. I am a blood stained warrior wielding a mace that is large than my torso. Why can't I smash the chest into dust or break down a door.
 

linkblade91

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Dec 2, 2009
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Tuesday Night Fever said:
Hard Boiled: Not a game, as far as I'm aware. It's a John Woo movie... I'm assuming you mean Stranglehold? Which again... if you're not into over-the-top spectacle gun fights, it's probably best to avoid anything with John Woo's name attached.
I did mean Stronghold, so I apologize about that. Amounts to the same thing as what you said, so I understand.

The optional-ness of the ability lends to how often its available as an "over-used" ability. I get that you could not use the skill, but in a number of those, including Red Dead Redemption, it's just not practical to refrain from implementing Bullet Time. My complaint against Bullet Time isn't that it has no value as a skill; I employ it quite frequently to line up headshots in Max Payne, and in RDR I used it to hunt animals and do objectives where I had little time (like saving people from being hung by outlaws). My complaint is more that as a tired ability, it hasn't really evolved beyond enhanced reflexes. Bullet Time is what it always has been, and I'd like to see it implemented in a new way, try to take it in a different direction. Or perhaps give these shooter-character something else they can take advantage of.

And the in-game explanation for the ability isn't necessary; I was just being snarky.