Fun fact: some mechanics never came back cause they got copyrighted and the studio with the copyright went "no, we're not doing that kind of game anymore" and as soon as anyone goes "okay, can we try?" they sue them into oblivion for copyright infringement
You mean patent. You don't choose to copyright things or not, all media is inherently copyrighted. This comment is technically copyrighted once I hit send. It sounds like your referring to Shadow of Mordor's/War's Nemesis system being patented.
Potato Pohtato
Copyright infringement, trademark infringement, and patent infringement are all very different.
Cool, but the difference doesn't matter for this context, the result is the same
The difference does matter. Two copyrighted games can have similar mechanics. Just look at literally any pair of games in the same genre. First person shooting isn't patented, so anybody can make an FPS game. They patented the nemesis system. Shadow of Mordor and Shadow of War are copyrighted.
Cool. The result is the same.
To put it simply. I do not care
It's a common misconception. It's not a big deal. Why are you being so defensive about me correcting it?
Vibes across as mansplaining, it didn't add anything to the context
I'm not a man
Did you know Shadows of Mordor copyrighted the Nemesis System and then proceeded to never use it in any other games ever again despite people calling out for it?
That's one I'd like to see
Patented, not copyrighted, but I think you double posted.
Nah, they're different comments
I really want to see a god game with gestures, like black&white, make the jump to VR
I've tried some indie attempts at it, all either so buggy as to be unplayable, terrible controls, or both
Maybe one day there'll be a good one
Tf2 nemesis System in pvp shooters
The scrolling health bar in Eartbound/Mother
Take a look at Half-Life 2's old Face Poser software. I feel like you don't see that sort of action-level control much anymore.
Indie studios are evading the need for lipsync entirely, by making simple models, giving people masks, putting them on radio overlays, etc. AAA studios are overengineering it, putting a $4,000,000 actor in a motion capture suit for each of their cutscenes to capture every fine detail as they stare in wonder at the white ping-pong ball in the studio with the sign written; "LOOK HERE".
Face Poser was a good median; it's where the director gets control, but you don't need a vast technical setup beyond animations, some vowel extraction, and some basic know-how. It means that if the director wants to add a criticism "No, character B should give a dubious, unsure look when character A says that", it's something they can apply directly rather than ask the animators to do by hand.
For some reference, old machinima like Clear Skies, or my own "AS" made use of Face Poser.
Vehicle combat games. Which I guess is more like a genre than a mechanic.
Right now it's basically Mariokart or nothing.
Grip came out in 2018, but the physics were really unforgiving (clipping a corner could cost you like 10 seconds as you tumble) and there weren't enough players online.
Which is a real shame because it's gorgeous, fast paced, with effective power ups, and amazing tracks. And a hell of a sound track.
My friend made this top down racing game with guns. It's free to play in the epic store: https://store.epicgames.com/en-US/p/auto-drive-c2db17
randomization of stats, on weapons and gear. i feel like that adds interesting elements, diablo 2 for example.
But that is also the worst part of boarderlands
NFL 2K5 gameplay in a newer football game
Magicka 2 combat in some 3rd/1st person action RPG
Destructible environments like in silent storm. You could remove walls and floors with grenades or mines. Unfortunately it was a bit buggy and slow. Teardown is fun, but it feels like a tech demo.
Fun unlockables by doing some cheat.
Imagine telling a FIFA player that you used to be able to have a dog as referee by doing the Konami code. And it was not behind a fucking paywall.
International Super Star Soccer for SNES had this: https://www.youtube.com/watch?v=sYaHPm-yDl8&t=63
I miss cheats too, I remember my friend at school had cheat codes for gta vice city and I copied them down and took it home.
Horizontal progression. Relatively flat power curve, but you gain more options.
Guild Wars 1 is a really good example of this.
The instant i read farcry 2 i thought of the fire too.
The fire was amazing and gave me interesting ways to burn out enemies in outposts etc.
- an absence of quick-time events (I hate those things in cut-scenes, parry systems, etc.)
- a mode that allows the player to destroy the environment, NPCs, etc. including, when on, making the game unable to be completed potentially. I think having that be a toggle will still allow people to relive older RPGs where you could easily ruin your life without knowing for hours.
- Off-the-wall weapons. I think Blood 2 had a few and even halflife 2
- Counting beyond 2, speaking of the above.
Nemesis system. But ~~Wanker~~ Warner Bros tossed a patent on it and no one else could use it.
The nemesis system patents and Namco's loading screen mini game patent are two examples of why game mechanics and features should never be granted an exclusive patent.
Of course Namco's patents expired in 2015 at a time when seamless load screens had become the industry standard.
Who knows what the gaming landscape will look like when people are finally able to get their hands on the nemesis system again?
I'm currently enjoying a Skyrim playthrough that uses the Nemesis mod. It doesn't have ALL of the features that the shadow series does of course, but I'm really enjoying it!
Split screen coop/multiplayer
Way too many games only let you do multiplayer with one player and have online only coop campaigns
Used to be pretty standard that a guest could play with you online
The thing new games don't have that I miss from old games is friends to play the game with 😭
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