Dead Century said:
Pokemon. Fuck HMs. It's a waste a of a move slot on a decent monster and I hate keeping party members around solely just to do the HM bits to access areas. I would make a secondary slot set for moves that you don't use in battles or just replace HMs with items that do the same thing.
Or just make it an ability. Why would you have an HM for Fly or Surf? Shouldn't a flying Pokemon know how to fly? Shouldn't a water Pokemon know how to surf?
I've always liked the thought of each creature having one or more out-of-battle abilities it is able to do, which are unlocked by beating a Gym leader and having him/her teach how to do it. Eg you have a Squirtle or whatever, and once you've beaten Misty she teaches it how to carry you on water. No wasting a move slot, no frustrating permanent moves, and makes the gyms more like... gyms.
For another game... I think the worlds of the Dragon Age games could feel a little more "lived in". Many areas of both games felt rather sparse, with barely any people about just going about their lives: for a game that was designed specifically to take place in one city, DA2's Kirkwall sure did feel pretty barren. Why wasn't the market packed with people that I had to push aside, Assassin's Creed style? Why did I always run past the same 3 people having the same damned conversation? Why didn't the merchants ever have different stock? Why couldn't the Guardsmen help fight the thugs that jumped on me every single corner I turned around, instead of standing stone still and saying "greetings Champion" if I ventured too near them in the middle of combat? Why didn't the Templars notice that a dude wearing a dress and a staff on his back was sauntering about the Gallows? DA2 had a lot of problems, but I truly did like the core concept and feel the game simply failed to live up to so many promising ideas. A living, breathing city would have made up for a lot of what was wrong.
While I'm at it with those games, I'd like to see more non-combat solutions to problems. The few examples where this was (sort of) possible: eg being able to <Spoiler=DA:O Spoiler>duel Loghain after turning the landsmeet against him or <Spoiler=DA2 spoiler>either duel the Arishok rather than fight most of his army, or even have him leave without any further violence were nice in the way they broke up the
constant combat, and depending on both your actions to that point, and your dialogue choices in the moment, the end result could be very different. But even they required endless battling to actually reach that point: combat has its place but for a game heavily driven by characters and dialogue some alternatives would be nice.
Finally with DA, there were a few moments when I really felt like the companions engaged with the plot. If I made certain choices during the Redcliffe incident, Alistair would be furious. If I treated the Urn of Sacred Ashes mission a certain way, I could potentially lose up to 3 party members. But on the other hand, it often felt like, in both games, the companions were little more than their approval metres: do a certain thing, lost 5 points. Do something else, gain 10. And, unforgivably, game content was often locked behind these! It completely shattered the feeling that I could truly do what I wanted: after a while I had to think "Ok, I'm going to be doing X but Y won't like that, but I did that other thing like liked and I know if their approval isn't + or - Z I won't get their mission..." which of course led to a sort of meta-gaming. Which I don't like.
So I'd like to see the approval ratings dropped entirely, and instead companion's actions being a lot more organic, evolving with the game: you can talk to them about your actions, attempt to explain yourself and your reasons after major plot points (or minor ones that might be personal to them), and also ask for their opinions before acting. If you just plough through, never consulting them, they treat you in a similar way and don't give you their missions, and might end up abandoning or even attacking you. If you treat them with respect, even though you disagree with their outlook on things, you end up with a grudging but respectful acceptance. And don't get me started on the "well you slaughtered that village but because you gave me a few gifts I still like you" thing...
I understand this would be a pretty big task on the developer's part, but frankly both games had a lot of "fat" that could be dropped, mainly in the form of long, dull, combat sequences. Combat isn't the games' strength; focus on the parts that people really like!