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  • Roguelikes with the potential for broken builds.
    Sometimes you find the perfect combo on your run and become an unstoppable force, but it doesn't ruin the game because you finish your god-like run and next run you try to find another overpowered build.

  • I'm not that excited by deep skill trees or crafting or inventory management, lately i enjoy good movement, music, exploration, and story.

    The movement in destiny 2 felt really good, similar games have it where you get momentum, dives, floating with warlock, etc. I think Titanfall 2 and borderlands 3 zane had similar really good feeling movement.

    The exploration in pre planes EverQuest was great, fast travel limited to certain classes and levels, risky but faster travel routes in kunark, groups in overworld and dungeon areas, dangerous places to get to with high reward for the risk. Elder scrolls, dark souls/elden ring, and Zelda breath of the wild had similar feelings for me.

  • I really like Zelda and Ys style ARPGs. Specifically, rare and impactful loot, and little reliance on skill levels, but rather skill aquisition. Both approach it very differently, and later Ys games fall into more traditional RPG mechanics (e.g. farm money/exp, buy gear, etc), so I'm more talking about Ys 1, 2, and Origin, as well as pre-BOTW Zelda games.

    Basically, I love this gameplay loop:

    1. Enter dungeon/level and fight baddies
    2. Find important item/ability
    3. Use important item/ability to defeat monsters
    4. Fight boss, using a mix of important item and learning movesets
    5. Repeat 1-4 several times, with plot mixed in
    6. Fight final boss using a mix of everything acquired

    Ys and Zelda do this in very different ways, and I absolutely love the level cap in Ys 1 to enforce playing smarter instead of grinding. You can never really get OP, even if you try (except Ys 2, which I don't like much).

    Unfortunately, "ARPG" has been twisted to mean Diablo-like, which is heavy on loot and ability trees instead of puzzles and exploration, and future Ys games go that direction as well.

    This isn't really specific to mechanics or systems, but I'll like pretty much any mechanic or system that lends itself well to that gameplay loop.

  • I like systems that allow for outrageous combos, whether unintentionally or by design. Roguelikes and roguelites usually have them, but it's almost entirely luck based. Dynasty Warriors 8 allows for plenty of OP combos if you manage the right weapon attributes. Skyrim and its broken as fuck perfectly balanced enchanting + alchemy (or Morrowind's even more perfectly balanced permanent fortify attribute magic)

  • Builds. Build builds builds. Whether its slowly tailoring your class to a build, or roguelike unlocking items and abilities to build around each run. It's why I like things such as Diablo, PoE, Last Epoch, Binding of Isaac, Tales of Maj'Eyal, Neverwinter Nights, Baldur's Gate, etc.

    Its also why I was severely disappointed with ArcheAge. And unhappy when I returned to GW2 to find my world bossing combat medic off-meta bleed Warrior pretty much useless. Used to tank boss AoEs to revive downed people using healing shouts and increased revival speed. They nerfed and removed the revival speed node from Warrior and the build lost half it's function.

  • Survival mechanics like S.T.A.L.K.E.R and New Vegas, dont give a damn for building mechanics though unless its simplified down to a simple upgrade system like Skyrim Hearthsfire DLC.

  • Intricate character building with multi-class synergies. Is. My. Shiiiiiit!

    Small wonder I love BG3 and Owlcat's Pathfinder games.

  • Not a game mechanics maybe but more of an engine thing i guess. I just love simulations. Good VR combat physics, elemental stuff like water, fire, smoke, crumbling stuff. I love a world that feels dynamic but not necessarily realistic that makes sense of itself.

  • Detailed completionist checklists.

    If I have cleared an area, I want to have it reflected in an overview screen.

    If I'm missing an item, I want to know which enemy drops it, where I can find it, or how I can craft it.

    If I need to pull out my phone to check a wiki, then the game has failed me.

    There's something to be said for exploration games, and in those cases, the details should be obscured until the player has cleared 90% of the area, or gotten past the boss (or something like this).

  • I'm a sucker for crafting and breeding systems that allow you to customise equipment and/or characters. But it's really hard to find good implementations of the idea, most have some obvious flaw:

    • Pokémon (breeding) - in early games RNG plays too much of a role, so it's hard to get what you want. Late games don't fix this, instead they allow you to skip the process altogether (see: hyper training).
    • Niche - the breeding part of the game is actually really good, a shame that the rest of the game is a slop. For example gathering food gets a PITA once you got too many nichelings, and yet you want them to support your breeding pairs.
    • RimWorld (Biotech; germline genes) - arbitrary restrictions that must be lifted through the usage of mods.
    • RimWorld (crafting) - now we're talking. If you pay close attention to which materials you're using for which tasks, it pays off in the long run. There's some luck involved, but you can get perfect (legendary) stuff fairly often if you know what you're doing.
    • Leaf Blower Revolution (leaf crafting) - the game encourages you to craft a lot of leaves and salvage most of them. That's fine, it's easy to get cheese anyway. The problem is the sheer amount of beer that you need to get the properties that you want in each leaf.
    • Monster Breeder (old Flash game) - the game is a bugfest, and the lack of any sorting system makes you have a hard time even knowing which monster you should be breeding with which.
    • Minecraft (tools and weapons) - vanilla has a really dumb system that doesn't fit well in a game that encourages hoarding piles of materials into chests. The mod Tinkers' Construct fixes this, and makes the system next to ideal.

    Plus a lot more that I didn't mention. Sorry for the wall of text.

  • Broadly speaking, I enjoy stealth in games as long as it's implemented correctly and doesn't break the game or function poorly and leave you at a disadvantage. Despite the many qualms I have with tlou2, the added mechanic of going prone and all the upgrades associated with stealth was quite fun—and, of course, the functionality of the bow and arrow, and how you can conserve ammo. Parsing an area with dogs and navigating their heightened scent through long grass and deciding when to pick off certain enemies or ninja though is tremendously fun for me.

    Desperados III and Shadow Tactics are two other stealth games that I love that use a design similar to The Commandos series. You can navigate through their detailed environments deciphering a path through on your own, using whichever abilities your party has to your advantage. I think the ninja/feudal Japan game world fits better with Shadow Tactics (I also prefer the characters) but Desperados III has just as good, if not better level design.

    To add a somewhat weird one, I'll say a good save feature. Saving with an ink ribbon in RE was so freaking awesome—especially in regards to how it adds a level of complexity to item management. Another cool example that doesn't add anything to gameplay but was neat: ICO and how you save your game with Yorda on the couch. So wholesome; I can hear the music in my head, even.

    E: Also, Demon's Souls' character and world tendency mechanics were so incredibly imaginative. The fact that you can unknowingly die too many times in human form, turn an area into black world tendency, and get eviscerated by black phantoms for seemingly no reason is wildly brutal and awesome.

    • Out of interest, did you play Kingdom Come: Deliverance? What did you think of its save system?

      • @Zagorath I did but I couldn't get into it and quit so early that I didn't even see the save function.

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