Revolutionary game concepts that never caught on

Recommended Videos

Graustein

New member
Jun 15, 2008
1,756
0
0
Am I the only one who really appreciated the shrinking mechanic in Zelda: Minish Cap? I'd love to see that implemented as more than the one-off gimmick of that particular Zelda game.
 

rokudan

New member
Dec 20, 2008
159
0
0
Failing a mission but continues the main story arc. The Wing Commander series did this. It had a long list of missions that you kept going on if you failed, you just had less tech to deal with.
 

Kirosilence

New member
Nov 28, 2007
405
0
0
Parody games, I mean Conker's Bad Fur Day was great, but I have yet to see a game in which dark humor and parody is the primary storytelling device.
 

Graustein

New member
Jun 15, 2008
1,756
0
0
uberpoi said:
One thing that im glad never caught on is uses for weapons like in fire emblem
I actually liked the weapon degredation system in Fire Emblem. It meant that you couldn't use the superoverpowered infinity +1 sword an infinite number of times, and required you to actually think about what weapon you used.
 

Seydaman

New member
Nov 21, 2008
2,494
0
0
CountFenring said:
I always liked the idea that once a character died they were always dead (see Fire Emblem) if it happened in KotOR or another squad based RPG it would make it incredibly hard, but I would definitely enjoy the challenge. Maybe an extra game mode in which enemies were more sparse.
the original ghost recon and its 3 expansions had that
 

JaguarWong

New member
Jun 5, 2008
427
0
0
SimuLord said:
I wonder if quick time events will stick. I mean, they're hardly ever used these days...
Heavy Rain, God of War x, Fear 2 and Ninja Blade all say hi!
 

P1p3s

New member
Jan 16, 2009
410
0
0
GDW said:
What about lives for a player's character? You know, like, things that let you continue on even after you fail at some point?
I think those'd be keen.
You mean like auto save/check points/health meters/reload?

I don't think an actual 'lives' system would work well with modern gaming, I mean, ok its was motivating to increase Sonic's lives by collecting extra rings coz once all those suckers were gone, that was it you had to start over. Now with the advent of game saving and respawning it seems a bit redundent to me
 

ZeroFTW

New member
Feb 26, 2009
10
0
0
They should make a world war 1 FPS game. This way you can have unbelievably huge amounts of fun jumping out of a trench and getting mowed down by a machine gun in 5 seconds.

They could also include a minigame where you had to prevent trenchfoot, and thus your feet rotting away by changing your socks regularly.

War is so exciting isn't it?
 

SmogCzar

New member
Feb 3, 2009
16
0
0
seydaman said:
CountFenring said:
I always liked the idea that once a character died they were always dead (see Fire Emblem) if it happened in KotOR or another squad based RPG it would make it incredibly hard, but I would definitely enjoy the challenge. Maybe an extra game mode in which enemies were more sparse.
the original ghost recon and its 3 expansions had that
also rainbow six and rouge spear
 

ulterior motive

New member
Feb 19, 2009
55
0
0
SmogCzar said:
seydaman said:
CountFenring said:
I always liked the idea that once a character died they were always dead (see Fire Emblem) if it happened in KotOR or another squad based RPG it would make it incredibly hard, but I would definitely enjoy the challenge. Maybe an extra game mode in which enemies were more sparse.
the original ghost recon and its 3 expansions had that
also rainbow six and rouge spear

R.I.P. Ding Chavez
 

Citrus

New member
Apr 25, 2008
1,420
0
0
Social stealth. It originated with Hitman, I think, but very few games ever really put it to use as a major gameplay mechanic.

In fact, it and Assassin's Creed are the only games I can recall that really used it at all.
 

GDW

New member
Feb 25, 2009
279
0
0
P1p3s said:
You mean like auto save/check points/health meters/reload?

I don't think an actual 'lives' system would work well with modern gaming, I mean, ok its was motivating to increase Sonic's lives by collecting extra rings coz once all those suckers were gone, that was it you had to start over. Now with the advent of game saving and respawning it seems a bit redundent to me
No, I mean like less checkpoints and autosaves. My idea of a lives system is more "Contra"-esque. Like I said in my response to the other serious response to my initial joking post (really, how do people keep missing that that was a joke? You know... IRONY...? Because lives DID catch on? Harhar) I think games have become to gracious and forgiving. Eleiminating any real challenge just strips the fun out of a game for me. When I died in "Halo", bam, right back to being three-feet away from where I died. THAT many checkpoints is ridiculous. I die in the new "Prince of Persia" and I'm exactaly where I was. Games are becoming easy to the point of sheer boredom. I miss being challenged and wanting to bite my NES controller in-half from dying at the SAME BOSS in "Double Dragon 3" for the 30th time. That was fun for me. It kept me playing. Playing "Ninja Gaiden 2" on the 360 is moronic. My health is constantly regenerating and if I die I'm back to the same section I started off in. It's boring.