"Why don't more games have this?!"

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09philj

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Elvis Starburst said:
Honestly, a ton of the systems Bravely Default brought to the table were excellent. Adjustable encounter rates, the Brave and Default mechanics are fantastic ideas, etc. I'm sure there's more, but bleh
The implementation of the job system, especially in Bravely Second where job level doesn't effect stats. Having all your job abilities plus all the abilities from another job and a selection of passive abilities from any combination of jobs gives orgasmic levels of depth and complexity.
 

Casual Shinji

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A grab button during climbing.

Playing Shadow of the Colossus again, it reminds me how much this adds to climbing in more realistic action adventure games. Yet games like Uncharted and even The Last Guardian choose to omit this feature.
 

Squilookle

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Johnny Novgorod said:
Everything in general could use more jetpacks.
Everyone's always raving about those inertia-ridden jetpacks. But deep down everyone knows grappling hooks are where it's really at...
 

NerfedFalcon

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Final Fantasy 4 may have created the ATB system, but Grandia and its sequel perfected it; with the ability to see when the enemy is going to attack, and use either a combo attack for more damage or a single powerful hit to throw the enemy's timing off, you can potentially make it through a fight without taking any damage. Several boss battles also make your defensive options, guarding and dodging, important as well - having your characters split up to avoid an area spell targeted on one, if you don't have time to try and interrupt it, for instance.

Rather than just pressing attack-attack-attack through random encounters and throwing your biggest spells at boss fights right away, it makes you really get involved in every battle.
 

Kyrian007

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The Nemesis system from Shadow of Mordor. I'd like to see it used in something other than a counter combat style hack n slash. SoM was just a test for it anyway. A big recognizable brand name to throw on a generic high fantasy game so people could test the Nemesis system. When it got good reviews and sold well the takeaway was wrong. They assumed that they had a hit franchise on their hands... wrong. What they had was fun gameplay and an interesting mechanic. What they should have done is started looking into other game genres and some new IP's that they could ADD the new and successful Nemesis system to. Take the nemesis system, plug it into... say a space sim like Elite Dangerous. Add a story that isn't a fringe and meaningless addition to some other story's canon... and I'm sold.
 

American Tanker

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Kyrian007 said:
The Nemesis system from Shadow of Mordor. I'd like to see it used in something other than a counter combat style hack n slash. SoM was just a test for it anyway. A big recognizable brand name to throw on a generic high fantasy game so people could test the Nemesis system. When it got good reviews and sold well the takeaway was wrong. They assumed that they had a hit franchise on their hands... wrong. What they had was fun gameplay and an interesting mechanic. What they should have done is started looking into other game genres and some new IP's that they could ADD the new and successful Nemesis system to. Take the nemesis system, plug it into... say a space sim like Elite Dangerous. Add a story that isn't a fringe and meaningless addition to some other story's canon... and I'm sold.
Now I'm thinking about a possible sandbox-ish air combat game, maybe even set in a Crimson Skies-style alternate history, where you take on different enemy squadrons to weaken their hold on territories, and can end up facing enemy ace pilots more than once with said aces growing more and more determined to shoot you down with each loss.

Would definitely enhance the idea of taking on named enemy aces. Instead of just being names and a fancy paint job, they're actual characters that can have their own stories running parallel to the main plot of the game.
 

Bob_McMillan

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Uncharted 4's feature where you can skip all the story/climbing/downtime shit and just get straight to the shooting. It's not perfect, I wish it wouldn't just end once an encounter was over, but it sure beats going through the game again and again just to experience the sweet-ass combat mechanics. Max Payne 3 sure would benefit from this feature.
 

bluegate

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leet_x1337 said:
Final Fantasy 4 may have created the ATB system, but Grandia and its sequel perfected it; with the ability to see when the enemy is going to attack, and use either a combo attack for more damage or a single powerful hit to throw the enemy's timing off, you can potentially make it through a fight without taking any damage. Several boss battles also make your defensive options, guarding and dodging, important as well - having your characters split up to avoid an area spell targeted on one, if you don't have time to try and interrupt it, for instance.

Rather than just pressing attack-attack-attack through random encounters and throwing your biggest spells at boss fights right away, it makes you really get involved in every battle.
You may already know about this, but if you're interested in playing games with a battle system such as Grandia, Child of Light pretty much copy-pasted it, aside from the positional aspect of it.
 

Squilookle

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American Tanker said:
Kyrian007 said:
The Nemesis system from Shadow of Mordor. I'd like to see it used in something other than a counter combat style hack n slash. SoM was just a test for it anyway. A big recognizable brand name to throw on a generic high fantasy game so people could test the Nemesis system. When it got good reviews and sold well the takeaway was wrong. They assumed that they had a hit franchise on their hands... wrong. What they had was fun gameplay and an interesting mechanic. What they should have done is started looking into other game genres and some new IP's that they could ADD the new and successful Nemesis system to. Take the nemesis system, plug it into... say a space sim like Elite Dangerous. Add a story that isn't a fringe and meaningless addition to some other story's canon... and I'm sold.
Now I'm thinking about a possible sandbox-ish air combat game, maybe even set in a Crimson Skies-style alternate history, where you take on different enemy squadrons to weaken their hold on territories, and can end up facing enemy ace pilots more than once with said aces growing more and more determined to shoot you down with each loss.

Would definitely enhance the idea of taking on named enemy aces. Instead of just being names and a fancy paint job, they're actual characters that can have their own stories running parallel to the main plot of the game.
So Kyrian never actually explains what the 'Nemesis' system is, but what you describe is at least kinda sorta-a little bit done in Sky Rogue, so there's that:

 

Rangaman

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The Souls series RPG mechanics. I'm a bit biased but I still firmly believe that's the best levelling system I've ever seen.
 

Phoenixmgs_v1legacy

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Zetatrain said:
Phoenixmgs said:
Elvis Starburst said:
Honestly, a ton of the systems Bravely Default brought to the table were excellent. Adjustable encounter rates, the Brave and Default mechanics are fantastic ideas, etc. I'm sure there's more, but bleh
Or actually fix the core issues that cause said problems. Something like an adjustable encounter rate isn't fixing the core issue of a game having too much grinding. RPGs, both kinds (J&W) have so many core issues that never get fixed because it's just the way things have been done for decades. It's like Geralt in Witcher 3 being a master witcher but can't use a level 2 sword at the start of the game. Maybe restricting gear to player levels is actually a bad mechanic itself?
Well strictly as a gameplay mechanic, I see no problem with level restrictions on gear . It's a form of gameplay progression that is similar to unlocking abilities. Admittedly it might cause some disconnect between gameplay and story, but I personally never saw it as more than a minor issue in the games I've played (Witcher 3 included).
Getting better gear is the exact opposite of unlocking abilities because abilities change gameplay whereas gear rarely does (barring gear that does have abilities/skills attached to it). Getting that better sword to deal more damage to take down some higher level monster is in actuality just keeping the game exactly the same as it once was. Those early dungeons/quests where you're taking down monsters say in 5 hits; well, now you're taking down those higher level monsters in those same 5 hits because you got a better sword that does higher damage. Literally, nothing has changed about the character or the gameplay. Whereas in say DnD, your archer's DPS goes up because he can fire more shots per turn because the character is getting better instead of the weapon. Borderland's loot system really does nothing for the gameplay but makes the player waste time constantly switching to new weapons/shields and selling all the junk whereas the skills in Borderlands are the things that change gameplay. So many RPGs would be tons better without loot systems.

Rangaman said:
The Souls series RPG mechanics. I'm a bit biased but I still firmly believe that's the best levelling system I've ever seen.
Souls has a pretty bad leveling system because the gameplay never changes from the very beginning (it's the very same problem with loot systems as I talked about right above this). Your character and gear just get better stats over the game but you are still doing literally the same exact thing all game. You level your stats and weapon to kill enemies in the same 3 or so hits from the beginning dungeon to the last dungeon. Nor does Souls really have much depth to the combat making you feel you're getting better at the mechanics. Compare Souls to like Bayonetta where when you've mastered the dodge offset mechanic and your totally playing the game differently from when you started. Whether we're talking over-the-top spectacle fighters or slower methodically paced action RPGs, the player should either be changing/improving their playstyle by mastering mechanics or the player character getting new abilities/skills that change gameplay; Souls features neither of those elements.

Bad Jim said:
Phoenixmgs said:
Or actually fix the core issues that cause said problems. Something like an adjustable encounter rate isn't fixing the core issue of a game having too much grinding.
In most games of that type you have a choice between grinding up your levels and actually learning the game mechanics and playing smart. The game is trying to encourage you to think, but you have the option of grinding and overpowering enemies as a backup in case you can't figure something out. If you could be overpoweringly strong without effort, there would be no incentive to play better.

Bravely Default also offers difficulty settings, so if you are not a tactical genius and can't figure out how to make progress without lots of grinding, you can try playing on 'easy'.
There's tons of RPGs with far too much fighting and if you skip fights, stat-wise you're just not going to have the numbers to continue on. Then, of course, lots of RPGs have the issue of the game becoming joke easy if you do all the sidequests and you end up over-leveled just because you wanted to experience all the content. Fix that core issue that is the cause of that kind of stuff happening instead of just giving the player a tool to change encounter rates. RPGs shouldn't be about "keeping up with the Joneses" with regards to damage output. That's the core issue most RPGs have and eliminating that would be basically a streamlining revolution for the genre. Just think about say Mass Effect 2 and 3, did you ever care about your damage output or level in those games? Unless it was to unlock such and such skill, you definitely couldn't care less about it. The player should be like "I can't wait until I get to level 16 so I can do this" instead of just needing to be at level 16 to have respectful damage output. The core of an RPG isn't about that bullshit.

With regards to difficulty, every other game has difficulty levels to change if you just wanna playthrough to enjoy the story or whatever and don't care about learning the mechanics and getting the most out of it. How is the player wasting hours grinding to accomplish that most basic game feature for every other genre better than simply going into the options menu and lowering the difficulty?

Another reason why a player might wanna change encounter rates is for farming. Maybe you could have just such and such thing that has like a 1% drop-rate purchasable in-game from a merchant like in Horizon. That is doing nothing but respecting a player's time and not ruining the game in anyway.
 

Samtemdo8_v1legacy

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Seeing every model in a game to appreciate their designs.

Resident Evil: Darkside Chronicles gives you the option to see all the monster models and character models in the game.

And those are collectables.
 

NerfedFalcon

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Samtemdo8 said:
Seeing every model in a game to appreciate their designs.

Resident Evil: Darkside Chronicles gives you the option to see all the monster models and character models in the game.

And those are collectables.
Uncharted 4 does that too; I'm not 100% sure about the other games.
 

jademunky

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Earthbound fixes the problem with random encounters that you are massively overlevelled for. Instead of wasting the player's time by making them fight another battle, you simply win. That's it! When you would've won and taken minimal damage just by leaning on the attack button, the game just assumes the inevitable would happen, declares you the victor and lets you move on.

*EDIT* I see Caitseith already mentioned this.
 

fix-the-spade

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You know what I really miss.

The lean mechanic in First Person Shooters. STALKER would be almost unplayable without it, Call of Duty was better with it and so was Crysis, I really miss the ability to peek-a-boo the enemy without actually moving.
Dalisclock said:
Is it a legal issue? Is it really hard to plug an MP3 player into a game that already allows listening to music on a playlist as part of the experience? I don't get it.
YOU MUST RESPECT THE DEVELOPER'S CREATIVE VISION!

I expect licensing and the great Youtube Viacom lawsuit have something to do with. They (in)famously made Rockstar update songs out of GTA: San Andreas when the ten year licensing deal ran out so I would not be surprised if they have threatened litigation over the allowing of custom music in games.

Battlefield: Vietnam had it too (the original, not the Bad Company spin off) and it allowed you to broadcast the music to other players. I used to adore hoofing around in the Huey Gunship to Iron Maiden.
 

Phoenixmgs_v1legacy

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fix-the-spade said:
You know what I really miss.

The lean mechanic in First Person Shooters. STALKER would be almost unplayable without it, Call of Duty was better with it and so was Crysis, I really miss the ability to peek-a-boo the enemy without actually moving.
Definitely, I made a whole thread [http://www.escapistmagazine.com/forums/read/9.1034115-Why-every-shooter-should-have-leaning] about leaning rather recently. I don't see why leaning is not in every shooter (even TPSs) because when properly implemented, it can take up 0 buttons so you are not wasting any buttons. Or at least put in a mechanic that replaces it.
 

Squilookle

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fix-the-spade said:
Battlefield: Vietnam had it too (the original, not the Bad Company spin off) and it allowed you to broadcast the music to other players. I used to adore hoofing around in the Huey Gunship to Iron Maiden.
I hate to be the guy to pop your bubble 14 years later, but unless your passengers/anyone within earshot had that same mp3 in their game folder, they wouldn't hear your song. While you're up there jamming away to Iron Maiden, your passengers would have simply heard one of the regular soundtrack songs instead.
 

Zetatrain

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Phoenixmgs said:
Zetatrain said:
Phoenixmgs said:
Elvis Starburst said:
Honestly, a ton of the systems Bravely Default brought to the table were excellent. Adjustable encounter rates, the Brave and Default mechanics are fantastic ideas, etc. I'm sure there's more, but bleh
Or actually fix the core issues that cause said problems. Something like an adjustable encounter rate isn't fixing the core issue of a game having too much grinding. RPGs, both kinds (J&W) have so many core issues that never get fixed because it's just the way things have been done for decades. It's like Geralt in Witcher 3 being a master witcher but can't use a level 2 sword at the start of the game. Maybe restricting gear to player levels is actually a bad mechanic itself?
Well strictly as a gameplay mechanic, I see no problem with level restrictions on gear . It's a form of gameplay progression that is similar to unlocking abilities. Admittedly it might cause some disconnect between gameplay and story, but I personally never saw it as more than a minor issue in the games I've played (Witcher 3 included).
Getting better gear is the exact opposite of unlocking abilities because abilities change gameplay whereas gear rarely does (barring gear that does have abilities/skills attached to it).
I was thinking more along the lines of they both make your character more powerful. Technically my comment is correct, though looking back it would of been more accurate to compare lvl locked gear to stat progression.
Phoenixmgs said:
Getting that better sword to deal more damage to take down some higher level monster is in actuality just keeping the game exactly the same as it once was. Those early dungeons/quests where you're taking down monsters say in 5 hits; well, now you're taking down those higher level monsters in those same 5 hits because you got a better sword that does higher damage. Literally, nothing has changed about the character or the gameplay. Whereas in say DnD, your archer's DPS goes up because he can fire more shots per turn because the character is getting better instead of the weapon.
What you described is usually only a problem if all the enemies scale to your level.
Phoenixmgs said:
Borderland's loot system really does nothing for the gameplay but makes the player waste time constantly switching to new weapons/shields and selling all the junk whereas the skills in Borderlands are the things that change gameplay. So many RPGs would be tons better without loot systems.
To each their own I guess. The only game I ever felt was wasting my time with comparing and selling equipment was the first Mass Effect and that had more to do with a shitty UI and scroll speed for the menus than the game cranking out too much loot.