Game mechanics to revive?

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ZippyDSMlee

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My main grip in most gaming is level design its small under utilized and just weak, while not directly a game play issue its a major part of how game play can be fun.
 

stevesan

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Cheeze_Pavilion said:
In _Master of Orion_ (the original) you didn't just research one technology at a time like in other 4X games. Instead, you set your general science slider, then you set sliders in each of six sub-categories (like Computers, Planet Ecology, Ship Drives, etc.)

The great thing was that there was also some weird compound interest formula where if you researched all six sub-categories, you'd get all six techs faster than if you researched one sub-category at a time. It made for some really interesting strategic decisions, like whether you should pour research points into a new combat tech at the expense of falling behind in techs that grow your economy, or choose the slower but more powerful path of researching all areas with equal weight.
Hmm that is interesting - a short term vs. long term gain thing. How was that communicated to the player? If at all...

That reminds me of X-Com's research system. You researched faster the more specimens you got. So if you wanted that alien plasma tech...you best go shoot down more UFOs and get plasma pistol specimens.
 

stevesan

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BubbaBrown said:
3. Item creation and modification that actually means something: There's been a few systems in games to make stuff. Usually, it's a bunch of crap. Or you just make something to a pre-determined blueprint which equates no more than you facilitating some simple database queries involving decrements and increments.
What games actually had meaningful item creation, and how did it work? I hear Ultima 7 did, but I've never played it.
 

Yerocha

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Yes, the ATB system and things like it need to make a comeback. Lots of games have turn-based, action and grid-based systems, but I've seen very few lately with actual time-based systems.
 

ZippyDSMlee

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runtheplacered said:
Stella Q said:
I kind of miss the turn-based combat of the older RPGs like Chrono Trigger and FF7. I like having time to plan and execute a strategy as opposed to pounding the attack button and watching my guy do combos.
but it always tends to make the spell haste so much less valuable. small nitpick, but what can i say.. i love haste.
In turn based mode haste gives a character the right to make more moves or make first move,nothing is wasted in TB but real life time,this can be assisted with a general RT mode or AI mode like in Lunar, really FF12 would have the best RPG battle system if it had a better queuing active pause command system.

Mix FF4/6 with FF12 or FO1-2 with FF12 a solid TB and RT mix would be awesome.
 

TexasCiner

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I heard Battlefield: Bad Company would have destructible environments much like Red Faction. Maybe not quite ground tunnels, but it's a start.
 

DaxStrife

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Nov 29, 2007
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I want to see Sonic go back to the side-scrolling days where he didn't have annoying voice actors and catch phrases. I'm not talking about the Game Boy "Sonic Team" pieces of filth, I mean the Sonic 3 & Knuckles days, where the soundtrack [http://s3k.ocremix.org/] was awesome, interesting environs, and before the trend of "every 5th zone needs to be carnival/amusement park themed" started to set in. Someone with some brains needs to go over to Nintendo, rip the Sonic contracts out of their hands, and hand it over to people not intent on raping the franchise face-down into the mud (or at least hire some people who can write intersting stories and clever characters).
 

stevesan

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DaxStrife said:
I want to see Sonic go back to the side-scrolling days where he didn't have annoying voice actors and catch phrases. I'm not talking about the Game Boy "Sonic Team" pieces of filth, I mean the Sonic 3 & Knuckles days, where the soundtrack [http://s3k.ocremix.org/] was awesome, interesting environs, and before the trend of "every 5th zone needs to be carnival/amusement park themed" started to set in. Someone with some brains needs to go over to Nintendo, rip the Sonic contracts out of their hands, and hand it over to people not intent on raping the franchise face-down into the mud (or at least hire some people who can write intersting stories and clever characters).
W0rd. Bring Sonic back to 2D!!

Or maybe, someone should just make a spiritual successor to Sonic.. Rapid the Rabbit!? hehe...something.
 

stevesan

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BubbaBrown said:
stevesan said:
BubbaBrown said:
3. Item creation and modification that actually means something: There's been a few systems in games to make stuff. Usually, it's a bunch of crap. Or you just make something to a pre-determined blueprint which equates no more than you facilitating some simple database queries involving decrements and increments.
What games actually had meaningful item creation, and how did it work? I hear Ultima 7 did, but I've never played it.
Elder Scrolls: Morrowind is one. Not the greatest, but you could have ALOT of fun with it when it came to alchemy and enchanting. The basic setup for enchanting was this: You had you frame or container, the effects you knew, how they could work, the cost to the "space" the container had, and your skills. Pretty simple and open. Potions were similar: Reagents with different properties, match the effect out of two to get it in the end product, take account of your skills and your equipment, and you get the final product. Again simple and open.
So you could make things that caused all kind of effects.
So I guess I'd really like to see modular and open crafting systems make a good comeback. There's one or two more good examples out there, but my memory fails me.
Hmm cool. I've been meaning to play Morrowind..but it's such a slow, time-consuming game, I just don't have time for it anymore. Ah how I wish someone would design a "casual" RPG with all the depth of the classics..
 

TheKittenStrangler

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Dec 9, 2007
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One great type of mechanic used would be the ones used in "Shenmue." To this day, I still loved that game. Sadly, I sold my XBOX to get an Xbox 360 and of course the XBOX 360 doesn't have backwards compatibility(I believe they said it did have it) so I can never play that game again. And for the people that played Shenmue on the dreamcast, I meant Shenmue 2. I have also played the 1st one which I was able to finish.
 

ZippyDSMlee

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stevesan said:
BubbaBrown said:
stevesan said:
BubbaBrown said:
3. Item creation and modification that actually means something: There's been a few systems in games to make stuff. Usually, it's a bunch of crap. Or you just make something to a pre-determined blueprint which equates no more than you facilitating some simple database queries involving decrements and increments.
What games actually had meaningful item creation, and how did it work? I hear Ultima 7 did, but I've never played it.
Elder Scrolls: Morrowind is one. Not the greatest, but you could have ALOT of fun with it when it came to alchemy and enchanting. The basic setup for enchanting was this: You had you frame or container, the effects you knew, how they could work, the cost to the "space" the container had, and your skills. Pretty simple and open. Potions were similar: Reagents with different properties, match the effect out of two to get it in the end product, take account of your skills and your equipment, and you get the final product. Again simple and open.
So you could make things that caused all kind of effects.
So I guess I'd really like to see modular and open crafting systems make a good comeback. There's one or two more good examples out there, but my memory fails me.
Hmm cool. I've been meaning to play Morrowind..but it's such a slow, time-consuming game, I just don't have time for it anymore. Ah how I wish someone would design a "casual" RPG with all the depth of the classics..
If you double starting stats it becoems a bit faster to play through.

TheKittenStrangler
look at Jericho and know the horror of out of place button time events, there is a time and place for them...just not in my FPS's :p
 

shinbo

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Dec 10, 2007
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I'm going to wish for old game genres altogether...

1) Classic Space Quest/Monkey Island-style adventure gaming, complete with black humour, bizzare inventory usage and all. No more simon-says/platform-jumping puzzle gaming please, for the love of god.

2) Open-ended travel/space/trading games! I'm thinking of Wing Commander, but also of Uncharted Waters. Travelling the world/galaxy with your own hard-earned ship, trading spices/minerals at exotic ports of call, engaging with skirmishes with pirates etc. Freelancer was the last of this type I've played, though it was a little disappointing.

3) This is a common gripe, but I miss ROLE PLAYING games. Fallout, Arcanum, Baldurs Gate, et all. All this recent Action/FPS/RPG malarky is making me cry. I had high hopes for the Neverwinter series, but Bioware's somehow managed to ruin the last bastion of cRPGing.
 

CyberAkuma

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Nov 27, 2007
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shinbo said:
I'm going to wish for old game genres altogether...

2) Open-ended travel/space/trading games! I'm thinking of Wing Commander, but also of Uncharted Waters. Travelling the world/galaxy with your own hard-earned ship, trading spices/minerals at exotic ports of call, engaging with skirmishes with pirates etc. Freelancer was the last of this type I've played, though it was a little disappointing.
Oh Lord. This is reminding me of Star Control/StarFlight all over again.
I loved those games back in the early eras of computer and console gaming. I remember spending hours on these games at a time.
Too bad Battlecruiser 3000 probably made the entire genre die :(
 

KaynSlamdyke

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Dec 7, 2007
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CyberAkuma said:
shinbo said:
2) Open-ended travel/space/trading games!

I loved those games back in the early eras of computer and console gaming. I remember spending hours on these games at a time.
I'm so glad I'm working on one of these in Flash with a friend... I noticed there was a distinct lack of Elite style games around the browser and mainstream game section of the Internet.

Best thing I remember about Freelancer was running Cardamine from Malta to Manhattan over a LAN game. Two of us in freighters, three of us on defense. Good times, but it's a shame we had no more incentive after that was done.

This thread on it's own is reminding me of genius ideas I once had that I should capitalise on when I have ten minutes to myself and when I'm not trying to break my fingers on Guitar Hero...
 

goestoeleven

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Aug 3, 2007
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shadow skill said:
Bring back plots....
Ah, yes, I sure miss the days when game plots were told in the manual, not the game. Oh, and you'd get the perfunctory victory screen with some expositional text. Seriously though, I'm giving you a hard time, but I honestly think that game plots have immensely improved in general. Maybe not down to the last example, but overall.

I second the return of old point-and-click adventure games. Not so much the mechanics, but the charm and creativity of the old LucasArts games. To some extent they have - look at the new Sam and Max Episodes, which are damn good. Also, Psychonauts. But those are diamonds in the rough. I miss dialogue like "That's the second biggest monkey head I've ever seen."
 

GloatingSwine

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Nov 10, 2007
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It's a different kind of humour, but the Phoenix Wright series is keeping the flame alive for pointy-clickers, and I hear Zack & Wiki on the Wii is entirely ace. (Seriously, the Wii seems born for pointy-clickers.
 

Scypemonk

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Sep 26, 2007
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Level music.

I just don't understand FPS developers these days. Most of the new FPS'es on the market, even though most are quite good, have those epic soundtracks, that kick in when the action starts, or when something tragic happens.

In the good old days, in the golden age of FPS, doom, duke nukem 3d, etc. These all had a constant soundtrack throughout the level, and i loved this, because it just immerse me into the game more, then todays music.

Games like F.E.A.R., weren't scary to me, because you knew when something was going to happen, while doom still makes me jump, no mather how many times i play it, even though i know were all the monsters are on all the levels, and difficulties.

Even sequels to those briliant games, like quake 4, and prey, while being decent games, just doesn't live up to their preceders (prey more as a spiritual preceder). I downloaded a music mod for quake 4, that changed the trumpet/classic soundtrack, with some good oldfashioned industrial music, and even though it still only kicked in during the high action points, it helped alot.

So in short, please bring back the episodes with levels structure, and levelbasedc music, that made the FPS genre so popular to start with, all you developers, especialy you iD.