What gameplay systems or game mechanics do you enjoy?
What gameplay systems or game mechanics do you enjoy?
What gameplay systems or game mechanics do you enjoy?
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 do enjoy game mechanics that interact in emergent ways that weren't fully planned out by the developer in games like Dwarf Fortress.
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 like most game mechanics to some extent. Creativity in combining game mechanics is key to making an outstanding game imo.
However, I don’t like things that force a time limit. I play games as an escape. I don’t like feeling stressed by a clock while I’m off the clock. These can be literal timed missions or things like a food/water meter. Escort missions also suck for similar reasons.
I think difficulty in a game should come from overcoming a foe, traversing harsh terrain, or solving a puzzle. If the game is hard because I have to stop what I’m doing to feed myself, or I have to rush to complete an objective on a timer, it just becomes work.
Same deal with making shit absurdly difficult and relying on trying over and over until you manage to do the correct timing/sequence/whatever 28934928x in a row. Games like Dark Souls or Cuphead intrigue me, but I will never ever play them again because I have shit to do in real life. Also, fuck any single player game that doesn't have cheat codes.
I'm not sure if this counts as gameplay mechanics or rather narrative structure, but games like Outer Wilds, Fez, Tunic, where the exploration and discovery of the game is the end goal of playing the game, not just getting to the game's end state.
I'm not sure if there's an accepted term for these games, but I've always thought of them as "archaeology" games. There's a bunch of stuff, both plot and gameplay, that is hidden (sometimes in plain sight), until you discover it and find out what meaning it carries.
Peaceful exploration
All the stuff mentioned here with jiggle physics
Alright, I’d rather hide this under a similarly cringey top comment, but: Clothing damage. I think it gets a pass sometimes when applied in a gender neutral way, but a lot of games now avoid it for fear of international censorship rules (and, it generates an ick factor for players that are not similarly cringey as I am)
DayZ nails this quite well
Save anywhere
Inventory Tetris
Ew, please no. I'm pretty much the exact opposite, I'd rather have little or no need for inventory at all. As in, more Zelda, less Diabo.
Project Zomboid with the Tarkov inventory mod is essential for you then
Diablo 1 and 2 for the simplest, RE4 for one that really takes your time
Backpack Heroes?
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:
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.
Roguelikes and roguelites tend to be my favorite. Ones where each run is new and you can toy with different builds and usually get pretty OP toward the end (or get cut down early because luck wasn't in your favor or you made a mistake).
If you are at all (or were ever) into pokemon, have you played through Pokerogue.net already? Game is hard!
Among plenty of the other things mentioned, I enjoy “diagetic interfaces”. Ways of interacting with a game’s systems that stay grounded in the reality of the setting of the world. Dead Space is a prime example, but I’ve been enjoying a lot of the crafting in Vintage Story for this reason. The smithing in particular has had me hooked for a while. Hammering out my armor and weapons voxel by voxel made finally suiting up and feeling ready to take on a boss that much more satisfying.
Vintage Story is massively underrated!
Parry and riposte mechanics make me happy. Idk why exactly, but something about timing a parry and making the enemy entirely helpless for the followup is just great.
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)
Once you wrap your head around it, Rimworld is great for stuff like that. Once you start thinking outside the lines you can perform the most outrageous war crimes for literally no reason other than your own entertainment.
Like, if an enemy sends a raiding party you can nuke half the map with nerve gas to kill them, then skin them, eat them to keep the colony growing, then load all their skins into a pod and fire it back into the enemy base. The game doesn't encourage you to do stuff like that, but it also doesn't stop you lol.
Or you can use the skins to make hats and trench-coats.
I've had plenty of experience with Dwarf Fortress, but never managed to fully weaponize magma before the FPS death killed my fortress. Using bridges to atom smash raids was always funny as hell.
I know Rimworld is a lot more expansive in some areas but, much like Factorio, is a game I'm avoiding because I don't need yet another addiction 😅
Enemy ai that's not stupid
I love anything with a tech tree or a skill tree or items that improve based on usage. The ratchet and clank games have such a great mix of all of those things, I end up spending a bunch of time just leveling up the guns!
Newness. I like a game that unfolds at a nice pace with moderate challenges. Games like Uncharted or Stray. I don't like doing things over and over and over, so no to roguelikes or soulsborne games.
I'm even tired of open world games for the most part unless they reveal nicely and have good fast travel like Horizon. I didn't finish the most recent GTA's even, too much backtracking. I just want to be taken to a new place and see it unfold with some interesting but solvable challenges in between.
Open-world is fine without fast travel (or without using it heavily, anyway) if and only if traveling to the place is actually made fun with emergent gameplay. Running around a big empty map trying to figure out what the fuck you're supposed to do isn't fun, and I feel like the AAA studios have leaned on it as a way of artificially inflating the amount of time people spend in the game so they feel like they got their money's worth.
If I can't stand it in RDR/RDR2 or GTA among many others, I don't think it's something for me. I'm perfectly fine with going down a path with a few side paths to explore. Open worlds have gotten too pervasive and too big.
I really like the resource/inventory systems of survival horror games. Often they can force interesting decisions as long as your current state doesn’t starve you of options.
I think I’d even like to find more games that focus on that sort of item management without being so horror-focused; helping you feel excited for saving an inventory spot or prioritizing the right things. It’s especially cool when you’re finding ways to shift risk in the right directions based on what you can afford losing. Example in Back 4 Blood: There are tools/resources that retain/add more “possible downs” for a survivor, which may mean you can put off healing for a long time and keep picking each other off the floor. One game has a death prevention item that you can only hold one of; so you’re encouraged to “get killed” before you find another one.
On the flip side, don’t do inventory management in action games! Looking at you Horizon Zero Dawn!
I don't know the name of it, but I really enjoy the sort of gameplay where you roll up to an enemy compound or something, and then you just sort of chip away at it and cause chaos until it all falls apart.
The sort of thing you'd do in Farcry, where you'd snipe some dudes, plant traps, shoot the tiger cage so the tiger would get out and eat people etc.
Wildlands was also great for this kind of stuff
Games with high mobility mechanics like titanfall, echo point nova, doom eternal, destiny 2 strand hunters.
Let's not leave Mirror's Edge off of this list.
All great games, you missed Xonotic tho :P
Puzzles, traditional or unique, as well as physics and spatial-heavy thinking.
Have you played Antichamber?
Also a big recommend for Manifold Garden for special thinking in a fractal space
Amazing game. I finished it once, tried to finish a second time one or two months afterwards and I got stuck before getting the red cube upgrade. Felt like my success was a fluke
More floaty, less realistic platforming. Thugs like double jump, or somehow your character has less gravity when they jump, stuff like that. Stuff like that. As a general platformer lover, I really enjoy more fictional cannot be done IRL physics in games.
Thugs like double jump
Every time I'm out in the hood or in a sketchy area of town I'm constantly seeing these MFers running around double jumping.
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.
I really REALLY enjoy boss invulnerability phases.
You know what I miss? The Ultimate Alliance games from the PS2 era. Isometric view. Build a four-person team of Marvel characters. Some team combinations grant group buffs, like having all four members of the Fantastic Four will increase your XP gain. Equip your characters. Pick from an array of comic canon costumes, each with their own abilities. Some combinations of equipment or costumes will also grant bonuses like having everyone wear their Age of Apocalypse costume.
The whole thing is an action RPG where you play through some big comic book crisis. Lots of opportunity for villain and hero interaction. Cool cinematics.
It's a rock-solid platform, but I don't feel like I see it used nearly enough. I remember playing an Ultimate Alliance on 360 and it just wasn't as good; smaller roster, fewer costumes, less interesting in general, despite the better graphics.
I vaguely recall hearing something about one on the Switch and that Midnight Sons was a bit similar... but then again I don't recall hearing much else about those games except for their existence, so they can't have done very well.
Haven't gotten back around to the Ultimate Alliance games yet, but I recently picked up the XMen Legends games that preceed them on the OG Xbox.
Still quite a bit of fun.
I actually found and picked up Midnight Sons when I was looking on the PS store to see if those games had been ported.
I love Midnight Sons. It's very similar in a lot of ways but the gameplay is quite different. I'm told it's like XCom games by the same company, but I've never played that.
Interacting with your team back at base is definitely bigger than in XMen legends, and for some gamers it was too much... a bit of 'friendship simulator' to it to increase team chemistry etc.
The gameplay is card based. I recommend looking up a video if curious. It's not for everyone, but those who love it really love it. Count me as one of them.
Intricate character building with multi-class synergies. Is. My. Shiiiiiit!
Small wonder I love BG3 and Owlcat's Pathfinder games.
I love fluid movement. Doing things in a state machine is usually the way to go in 2d platformers, which is what I mainly make. I like when your character can move around without issue, so double jump, sliding, rolling, attacking etc.
In a broader sense, the best games are fun to simply exist in. Getting from point A to point B should be interesting from a movement perspective.
Mario Odyssey is a great example. Just parkour'ing around is a blast.
BotW has shield surfing and such.
Lots of shooters have a bunny hop mechanic.
Wave-dashing in Celeste.
Etc etc.
The controls for the Skate games, especially 3, are great.
It's easier to say what I don't like. Open worlds and crafting mechanics, they are just so boring
I love open worlds. I hate crafting. Just let me buy what I need; it feels more immersive to me. Same with games like the Assassin's Creed series - there's no way some fake Irish pirate is making leather holsters in his ships bedroom out of rabbit hide and bearskins.
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.
I'm an absolute sucker for a hidden traitor mechanic. Boardgames like Battlestar Galactica, Werewolf, and Secret Hitler (the latter of which might be my absolute favourite board game). More recently I've just started playing Among Us (I never got into it during its ~2020 peak) which is the first time I've seen the hidden traitor translated well into video games (unless you count that one minigame from Jackbox Games).
If you haven't heard of the game Blood on the Clocktower, you should definitely check it out! It's a bit more involved than the other games on your list, but it's become my holy Grail of social deduction games
You might find the game Gnosia interesting then. It's a visual novel with a hidden traitor mechanic mixed with a time loop, which is partly there to narratively explain how and why the hidden traitor changes each time.
You might enjoy Town of Salem then!
I've only realized it recently that I'm obsessed with simulator games. Eurot Truck Simulator 2, Software Inc, Minecraft? Rollercoaster Tycoon, etc.
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 used to think i didn't like fighting games, but I fell in love when I found a game with characters and mechanics I really liked (Mark of the Wolves) and realized that technical skill means nothing unless you have good fundamentals and can read and react to the opponent. Now KoF XV and SF6 are two of my favorite games and I have a lot of fun playing and practicing :3
I'm not a fan of fighting games either, but I played the demo for JoJo's All Star Battle R and fell in love
I like strategy games that allow you to design your own units such as Warzone 2100 where you select different components to get different functionality or Endless Space 2 where you pick a ship hull type and then assign different modules to adjust the combat stats or add special abilities. The production cost of the unit changes with your selections in whatever the base game currency is and/or requirements for specific resources.
This gives the player the freedom to adjust their forces to fit their play style, their economic situation or to accomplish specific objectives or strategies. It also breaks the rock/paper/scissors aspects of unit combat in more simplistic games and creates far more complex unit interactions, and the potential to win with clever design rather than just numbers of units.
I haven't played Warzone in years, great rec!
Though Beyond All Reason doesn't let you design units, this family of RTS games are not designed like rock paper scissor affairs and there is an absurd variety of tools at your disposal, bombers, subs, stealth tanks, mechs, hovercrafts, cannons that shoot across the map, experimental units and more.
Also Supreme Commander Forged Alliance is similarly good.
When I think about it, I get a silly laugh out of the contradictory game mechanics in the game Descent.
See, you're flying around in a hovercraft, through tunnels in asteroid mines, with zero gravity. But somehow or another, when you save hostages, somehow gravity has them stuck to the floor and not just floating around. Oopsie! 😂🤣
Source code for Descent is available, anyone care to fix this inconsistency?
If you haven't, check out the indie game Overload, it is a really fun Descent-like!
Overload is not an indie game, not in the typical sense anyways. Overload was developed by two of the original master programmers of the original Descent, Mike Kulas and Matt Toschlog.
https://en.wikipedia.org/wiki/Volition_(company)
I also have a copy of Overload, and have played it. It's not an indie game, it's the true spiritual successor to Descent, by the lead original developers.
Hard to learn complex mechanics in simulation, such as target management analysis in dangerous waters, any of the jobs in space station 13, eve online
Dynamic skill leveling: maybe it's not an actual stat with a number you can watch go up as you keep using a particular play style, but I like when games let you and your gear get stronger together the more you use them.
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:
Plus a lot more that I didn't mention. Sorry for the wall of text.
Leaf... crafting?
Yup. You can craft leaves that grant you bonuses once equipped. In a game about blowing leaves out of your screen. (One of the achievements even pokes fun at this contradiction.)
The game is weird, to say the least, but actually fun. It reminds me Anti-Idle, as there are multiple mechanics that are barely associated with each other, except on making some numbers go up; except that those mechanics revolve around leaves as a common theme.
Picture related:
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I'm currently a big fan of the 'trading' enemies and then planning your attacks system in Sniper Elite.
I love the histogram system from Zachtronics' games. I find it much more useful to see my score compared to the proportion of people who got a similar score, than a leaderboard rank that doesn't mean much.
I've very rarely disliked "prepping". For example building boss arenas in Terraria or setting up my equipment for a hunt in Monster Hunter or learning about the monsters in Witcher 3. Anything that lets me prepare for future encounters is a system I enjoy, even if it's only superficial.
I hate it only when it's turned into somekind of a survival element that exists solely for the purpose of resource management. For example I hated hunger and water in Subnautica. From a certain point forward those two things become just mindless busywork because when you plant it in your base it just grows and whenever you need to fill up you just go to your base and eat and drink and there's no upside nor a real downside to those two mechanics.
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.
With a few exceptions all the games I have played in the last 10 years have one thing in common - open world. Then again I have mostly played only Dayz/Arma, Rust and Space Engineers.