What are some of your favorite game mechanics?
What are some of your favorite game mechanics?
There's definitely a lot of challenges in games that seem uninteresting from the outset, like "Oh; take pictures of all 30 dolls? That's boring." But, when there's some kind of cosmetic reward for it, it can push players into the challenge, and sometimes find out it's actually fun and satisfying to do.
Some people have been burned on thoughtless collectathon design, so it makes sense people often ignore them.
YES I GET TO TALK ABOUT GOOP
In NakeyJakey’s The Last of Us 2 video he describes a condition he has called Goopy Goblin Gamer Brain. Having GGGB essentially means that your motivation and interest in games is powered almost purely by moment-to-moment gameplay. Anything that gets in the way of gameplay, like:
is a threat to Goopy Goblin Gamer Brain.
I have Goopy Goblin Gamer Brain. A very bad case, if I’m being honest. It’s the reason why I can’t stand games like The Last of Us, Red Dead Redemption 2, and other “prestige-type” games. It's the reason why I am a big fan of a lot of Japanese games, which tend to focus very heavily on mechanical systems.
So when I say a game is "goopy," this is what I mean. Maybe the movement system is godlike (Gravity Rush, Infamous 2, hopefully Forspoken). Maybe it has really deep customization mechanics (Bravely Second, Final Fantasy Tactics, Etrian Odyssey). Maybe the pew pews feel good (Apex Legends). Maybe it's a Ys game (Ys).
Nah I wrote a whole thing about it. Japanese games are in general significantly more interested in game feel in the moment to moment, even when they have tons of cutscenes (ex. MGS)
A game like RDR2 is extremely concerned with realism and physicality even if it costs the players agency. Morgan controls like a lumbering tank, and everything feels cumbersome. The game will make you watch him skin an animal for 20 seconds where you aren't even playing the game, really. Contrast that with something like strangers of paradise or devil may cry. Is it realistic for Jack "Skip Cutscene" Garland to cancel out of any animation to perform a finisher? Nope. Does it feel good as fuck? absolutely.
This is going to sound insane, but Gears Tactics, the Gears Of War spin-off game might actually be a good fit for you. The game straight up copied the combat from the new XCOM games, but it did it really competently. The main difference are all the special abilities your squad members get, which when you are at a high level makes the game turn into figuring out how to min-max for the best chain damage combos.
Not a game you'll play forever, but worth at least a play through of the campaign, so if it's on sale I recommend it.
I had a real weakspot for Tf2 surf maps and I don't fully understand why. I think it's partly the fact that this isn't how you're "supposed" to play the game, but is an added bonus that came about by accident.
I'm also not very good at them, I spent far too long on surf_utopia (v3, I think) and only ever got to the end of it once.
This
Traversal in a game is the #1 factor for me enjoying it. Riding Torrent in ER is fun. Building mechs that can have a suspension system and turret system in TOTK is fun. Thwipping as spiderman and doing tricks is fun. Pogoing in HK is fun.
Traversal is what players spend 99% of their time doing, so make it fun
I've played mainly fighting games for years and my fav mechanic is the comeback mechanic ala XFactor in UMVC3, Instinct in the recent Killer Instinct, and the Critical Art in the new Street Fighter 6.
It ain't over till you see the K.O. screen.
If you let me interact with environment in a way that's grindy, it brings me personal joy.
Things like mining ore, picking up herbs, so forth. It brings me back to my Runescape days.
In Everhood, an RPG with rhythm-based battles, you start out only being able to dodge enemy attacks. Much later into the game, your character regains their memories and a new sense of purpose as well as finally gaining the ability to attack.
Then you have to return to the battles you scraped by by dodging and look for opportunities to sneak attacks in. It adds a new level of challenge to an already challenging game.
All time favorite was the feral druid transformations back in the WoW days (Burning Crusade ish I think).
I loved turning into a cat, putting bleeds on some boss, turning into a elf form and popping off a revive/heal, going back to cat to DPS, maybe going bear to pick up and add or two as back up tank. Super fun.
Also flying around in bird form, picking herbs to make potions and just chatting with the guild mates on the headset was very relaxing.
Past that the flying mechanics from City of Heros/Villains were great and I compare any flight mechanics now to those then.
This one is a bit hard to describe, but I like a variety of mechanics that acknowledge HP loss as a possible thing that can happen (rather than, say, rewarding you for no-hit runs).
One example is when a game balances between giving you decent ammo, and decent healing items. Sometimes shooting every zombie is the better play because health is scarce. But when ammo is scarce and health is plentiful, it may make sense to run through 3 zombies taking only a few bites.
There's also HP feedback loop systems, where it's still bad to get hurt, and you're better off avoiding it, but when you DO get hurt, you build up some kind of meter that allows you to use that as a comeback. This might include things like a super-attack meter that builds when you're damaged, or faster attacks that only come from low health or broken armor.
This is really niche, but I love drawing maps manually on first person dungeon crawlers. The Etrian Odyssey series is fhe quintessential example of this, and it in itself is a modern reinvention of the old days when you would use pen and paper to draw the map of a dungeon when games were so unforgiving that they did not give you any map at all.
Etrian Odyssey gives you an on screen map, but you get to mark where certain things are between your runs.
The whole thing gives me the same type of feel as manually keeping score of a baseball game. Kind of a lost art.
optional, well hidden, especially cryptic content. this kind of thing is the BEST. it plays into my simple collectathon loving brain where just finding things for the sake of finding them is where all the fun is.
see: Environmental Station Alpha, Tunic, FEZ...
Same. I suspect what happened is that they did the mistake of catering to their hardest core of players. People who make impenetrable minmaxed defenses that exploit every mechanic in the game engine, suddenly find that the game is "too easy", so they adjust the game to make it challenging for them.
Thus leaving the rest of us with a game where dogs chew through concrete.
Subnautica was the first survival-crafting game I played and I became obsessed in large party because of how finally tuned crafting and progression was. Now I keep trying a bunch of other similar games hoping they grip me like Subnautica, but they never come close. No Man's Sky was closest but it's too big and unfocused. I went from repairing my little broken ship to owning an entire freighter in like 2 hours.
Much like how I keep buying racing games hoping something will click like the old burnout games, I'm coming to realize I don't think I like the genre that much, I just liked that one special entry within it.
Its a little silly but I do enjoy those little things they add to a game that don't really add much in terms of gameplay, heck you're even able to play the game without making use of them, but are a nice way of sort of just "grounding" yourself in the world for a time, giving you some time to pause and reflect a little on whats been happening.
Stuff like pulling out a guitar with Into the Radius and trying to strum out a lil beat or stopping in at a diner in Shadows of Doubt and having a little coffee and watching the world go by while mulling over a case that you're on. I think that kind of stuff is pretty rad.
Fucking love some sea shanty shenanigans.
Damn, it's been a couple months since I've played. I gotta get my friends back on with me...