Seth Carter said:
In some idle chatter while playing Warframe, this came up as a discussion.
Dude, what MR are you? What timezone? What clan are you in?
Seth Carter said:
But has there ever been a super-power game where it was just "Well, you can control fire now, you figure out how to make that work for you". And the like Even getting into more exotic powers like controlling molecular density (which is the Rhino Warframes ability in that game, even though it manifests just as basic tank mechanics).
The first thing that came to mind wasn't a whole game per se, but my favourite class from a game. The Warlock in Neverwinter Nights 2 was the most unique spellcaster I'd ever encountered in D&D. Casting eldritch spells, they had a small selection of spells but with no casting limitations.
Now the unique part of the Warlock was the "Eldritch Blast" ability. It levelled with the character and was the basis for most of their attacks. By itself, it was a ranged spell that hit one target for XD6 damage. But where it ties into this topic is what you could do to the blast. You could alter the delivery mechanism and the damage type as separate things. For example, you could change the Eldritch Blast among the following: Single target ranged, chaining ranged, short range cone, PBAoE, single target long range and melee attack (my favourite). Further, you could alter it to do fire damage, acid damage, cold or negative damage, or it could do a handful of CC effects, like fear/confusion or whatever. The Warlock could pick these different shapes and elements as they levelled and it was really very cool.
Next thing I can think of is the spell creation podiums in TES IV: Oblivion. Once you learned a spell of a given type (ranged, attack, heal, fire, buff, etc) you could create new spells which take different elements and to create something new. Maybe you learned a new Fireball spell and a lightning spell...now you can create a spell that has both effects AND change the magnitude of the effect (ie. low damage/mana cost or higher damage/mana cost). You could create a spell that simultaneously harms an enemy and heals you and so on.
Skyrim had something sorta similar but a bit more limited. Once you "disenchant" an item, you learn the enchantment and can then apply that effect thereafter. Similarly, in the Dragonborn DLC you gain the ability to create magic staffs based on what spells you already know.
Last one I can think of is Lichdom: Battlemage. Essentially you have control over the different elements, and you can alter and level up the different delivery mechanics and damage dealt. As I remember, you could for example specialise in channeling a beam of fire, throwing chain lightning and a cone of cold. but you could change it up on the fly and rain hail down from above instead or focus on single target, etc. It was a first-person spellcasting game and worth checking out.