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Interesting gameplay mechanics you would like to see in more games


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#26
In Exile

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Better use of high level AI. Particularly in RPGs with factional elements. The faction wars in Clear Sky are a small scale example but the system in Mount and Blade: Warband is a perfect starting point. Combine Mount and Blade's system with the Nemesis system in Shadows of Mordor and you have something with a lot of potential. Beyond that, you could have AIs focus on growth. Where towns build new functionalities through a happy populace, public works and simulationist economic systems that rely on supply and demand.

In general, I think RPGs could learn a lot from the Grand Strategy genre as a way to have genuine reactivity without having to special case every scenario or choice. Because Grand Strategies are the penultimate emergent narrative games. Forget Deus Ex, just look at CK II or Total War.

Mount and Blade is too large in scale and too lacking in content/gameplay variety to truly be a classic (without mods). But holy lord if someone can get that reactive sandbox formula right...

 

It's interesting you use strategy games as an example of "emergent narrative", because I think they're a phenomenal example of how worthless the notion of an emergent narrative actually is in storytelling terms. I love strategy games - CK II is something that I have invested almost unreasonable amounts of time in playing (or XCOM EU). But the idea that there's a narrative I'm creating - an actual story that goes beyond a literal description of the events I'm participating in - is silly. That's not a narrative any more than a watching an anthill is an emergent narrative. (Also let me know if you think this is off-topic; we can take it to PM). 



#27
Cainhurst Crow

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Reactive Continuity, IE NPC's remembering stuff you did, or didn't do, and having it create minor tweaks in how they respond or behave around you. It's a wide term that encompasses stuff like the Nemesis System, Save Importing, Branching decisions, Faction/NPC approval rates.

 

Basically, I want the world to be a bit more aware of what I do and do stuff accordingly. Not a whole lot, not even main story deviation a lot. But just minor stuff, sidequest and small dialogue blub level stuff.


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#28
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Reactive Continuity, IE NPC's remembering stuff you did, or didn't do, and having it create minor tweaks in how they respond or behave around you. It's a wide term that encompasses stuff like the Nemesis System, Save Importing, Branching decisions, Faction/NPC approval rates.
 
Basically, I want the world to be a bit more aware of what I do and do stuff accordingly. Not a whole lot, not even main story deviation a lot. But just minor stuff, sidequest and small dialogue blub level stuff.


Shadow of modor through gameplay is one of the most concrete examples of this. I think anyone can implement a dialogue system that remembers a few flags or decisions someone had made. To base a whole AI based on that is something completely different

#29
A Crusty Knight Of Colour

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It's interesting you use strategy games as an example of "emergent narrative", because I think they're a phenomenal example of how worthless the notion of an emergent narrative actually is in storytelling terms. I love strategy games - CK II is something that I have invested almost unreasonable amounts of time in playing (or XCOM EU). But the idea that there's a narrative I'm creating - an actual story that goes beyond a literal description of the events I'm participating in - is silly. That's not a narrative any more than a watching an anthill is an emergent narrative. (Also let me know if you think this is off-topic; we can take it to PM).


Nah it's not worth continuing the conversation, it's just a difference of taste. I like games that are reactive to your actions through mechanics in ways that dont violate the story, an internally consistent sandbox for roleplaying is what I value. Whereas you think reactivity is worthless unless it can be contextualised within a greater story.

It explains why you gravitate towards the heavily scripted choice and consequence dynamic of the Witcher games while I prefer exploration heavy games that emphasise freedom of approach like Fallout.

I value roleplaying as an end goal. You value roleplaying as a means to deliver multi dimensional storytelling. Different strokes for different folks. That's not to say I don't value good stories, just that I value something different in RPGs most.
 

Reactive Continuity, IE NPC's remembering stuff you did, or didn't do, and having it create minor tweaks in how they respond or behave around you. It's a wide term that encompasses stuff like the Nemesis System, Save Importing, Branching decisions, Faction/NPC approval rates.
 
Basically, I want the world to be a bit more aware of what I do and do stuff accordingly. Not a whole lot, not even main story deviation a lot. But just minor stuff, sidequest and small dialogue blub level stuff.


It's a shame you harbour such a disdain for RPGs made before 2005 or anything resembling "old school", because Arcanum is basically the game you want.
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#30
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->Communication system tied in with gameplay using mediums such as sound like in journey.

->Different domain of shoot mechanics like in splatoon

->Dialog system that contains more personality(dragon age 2/pillars)

What? You a little too hung up on sounding like a software developer sometimes my n*gga.



#31
A Crusty Knight Of Colour

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What? You a little too hung up on sounding like a software developer sometimes my n*gga.




#32
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What? You a little too hung up on sounding like a software developer sometimes my n*gga.

lol what is wrong with what I said? Replacing paint with bullets adds a different problem set to how shoot mechanics can be implemented.

 



#33
Voxr

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Grappling hooks. 

 

Thanks, Just Cause.



#34
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lol what is wrong with what I said? Replacing paint with bullets adds a different problem set to how shoot mechanics can be implemented.

 

You did it again.



#35
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You did it again.

lmao can't help it. It is how I communicate all day.



#36
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lmao can't help it. It is how I communicate all day.

I feel you. I got what you were saying, I just thought the wording could've been more layman's terms than how you usually word things.



#37
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I feel you. I got what you were saying, I just thought the wording could've been more layman's terms than how you usually word things.

You are right



#38
metatheurgist

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Warriors that can use bows. And Daggers. When my character attacks by rolling a dice and using their skill.

#39
Queen Skadi

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Campaigns and main storylines with a time limit not unlike Dead Rising and Majora's mask, the type of game where events don't just wait for the hero to initiate them and requires the player to plan and prioritize their schedule.



#40
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Campaigns and main storylines with a time limit not unlike Dead Rising and Majora's mask, the type of game where events don't just wait for the hero to initiate them and requires the player to plan and prioritize their schedule.

Funny you should mention that, homie. There's this Japanese Role Playing Game (aka Emo Teenage Trash 4) that does this exact thing.


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#41
Decepticon Leader Sully

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Dragon's dogma's Combat mechanics.

Skyrim and DA Inqusition could have used that for the dragons.



#42
Liamv2

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Campaigns and main storylines with a time limit not unlike Dead Rising and Majora's mask, the type of game where events don't just wait for the hero to initiate them and requires the player to plan and prioritize their schedule.


The atelier games already do this. Well apart from Shallie and the pre dusk games.

#43
Fast Jimmy

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You're doin it wrong

Spoiler


I thought love is a battlefield?
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#44
Garryydde

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I thought love is a battlefield?

Do you think love can bloom even on a battlefield?

#45
Simfam

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World maps like Final Fantasy or Mount and Blade.

 

I think they could add an interesting dynamic to travelling around in RPGs like Dragon Age.

 

I really pushed/wanted this for Inquisition.



#46
Vortex13

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I always liked divergent gameplay between different classes/characters, and not in the sense that your warrior wears chain mail and swings a great sword and your rogue wears leather and uses dual daggers. I'm referring to completely different play styles. Where one character is a FPS the other is a 3rd person perspective with only melee attacks. Where one option is fighting as a grunt on the battlefield and the other has a birds eye view of the war, etc.

 

Games like Natural Selection 2 (Aliens vs Humans), Aliens vs Predator (Aliens vs Aliens vs Humans), Depth (Sharks vs Humans), etc. are some of the titles that utilize such a mechanic, though I really would like to play an RPG with such divergent gameplay mechanics. And I would absolutely love to see such an a game use this divergent gameplay in a co-operative setting.



#47
Fast Jimmy

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Do you think love can bloom even on a battlefield?


Did you ever know that you're my hero?

#48
A Crusty Knight Of Colour

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World maps like Final Fantasy or Mount and Blade.

I think they could add an interesting dynamic to travelling around in RPGs like Dragon Age.

I really pushed/wanted this for Inquisition.

I wouldn't count on that. As budgets and focus on photorealism/detail rises, tolerance for abstraction diminishes. With Oblivion, Fallout 3/NV, Skyrim, Inquisition and now Witcher 3 featuring 1-1 scaled open worlds with risk free fast travel, an abstracted method like a typical traversable overworld map littered with points of interest maps for 1-1 scale is going to be criticised as 'outdated' and 'obsolete' game design. It'll reach a point where anything but a large 1-1 scale expanse or tightly guided/linear mission structure will seem like an anachronism. We've seen it happen to turn based mechanics and it's happening to RTwP as well. Not to mention the gradual move from stat systems to skill trees.

Travelling, exploration and cartography are rather underutilised concepts in many RPGs, I will agree with that. We don't need Realms of Arkania tier travelling where if you forget to equip your party with snow boots and fur clothing during winter, they all get sick and die of hypothermia or whatever. But yeah, travel seems rather straightforward in many games, when it could be a very interesting part of the overall journey.

#49
Jeremiah12LGeek

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I'm a fan of the hardcore game mode in FO:NV, where you have to manage food, water, and rest. Hopefully the new one handles it a bit better, because it was sort of silly that sleeping for 1 hour every 25 hours was enough to keep you going without any penalties.



#50
Big Magnet

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I would like more really dark areas where you actually need a lightsource otherwise you would be brutally murdered by some dark dwelling ancient abomination.