What are some of your favorite game mechanics?

https://beehaw.org/post/477824

What are some of your favorite game mechanics? - Beehaw

What game mechanics do you enjoy or that surprised you when playing a game? I recently started playing Tunic and I love building out the “manual” for the game and getting hints on how to play.

I like 'tank driving' with two joysticks. Fun times. :D
Does Katamari Damacy qualify as a tank?
Most definitely! One of my faves. Na nanananannan nanananana,
Transitionless turn-based combat, like in Yakuza : Like a Dragon.
Achievement based cosmetics in multiplayer games. While I appreciate the "cosmetics only" approach of some multiplayer games microtransactions and battlepasses I also really miss the days of showing off the hayabusa armor in Halo 3. Or even in single player games, it was sometimes more engaging to have something to aim towards to unlock a new costume or get the "ultimate" version of an armor set.

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.

Mass Effect 1 is great for its time, good combats and good graphics. Also you could memorize the controls very fast, because it were intuitive and good distributed in the screen (also you had the help of the machine if you were too burned).
I love the Mass Effect series! (Only played the remaster) but I loved the way my choices had consequences throughout the trilogy. Like the dialogue trees were really fleshed out for their time, I'd even argue for modern day.
I know there a lot of games that have tried to emulate botw's look and style. And that's whatever, but honestly I love the glider so much, I'm cool if as many games as possible want to use that 🙂

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:

  • Stealth/Trailing sequences
  • Overly long, unskippable cutscenes / game sequences where you just stand around to look at how pretty a -- game is
  • Long Tutorials

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).

I must be playing different Japanese games, as if they aren't from Formsoft they tend to feel like cutscene simulators to me. Sometimes it can be fun if they have enjoyable writing (looking at a lot of the side content in the Yakuza games).

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.

Right? I feel like a lot of stuff needs to have the golden question asked. That is, "Is this fun?".
Maybe I just don't jive with the common tropes of game feel for them, as most of the ones I've tried haven't given me that visceral fun you got.
Ooh, I'll have to give that video a look at some point. I feel like the term game "goop" is actually perfect to describe the main type of mechanic, where the player is meant to learn and experiment with things.
  • Turn based gameplay, especially as it's done in classic roguelikes. Also like it in turn-based strategy (XCOM etc), going back to Rebel Star on the Spectrum.
  • Deckbuilding. I love it in boardgames so it's fun to see it being explored in videogames too.
  • 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.

    Thanks, checking it out!
    I was surprised how much I enjoyed the monster catching systems and subsequently the battle system in Ni No Kuni: Wrath of the White Witch. So much so, that I got the platinum trophy in both the PS3 and PS4 versions. I loved that the battles were technically in real time but with cooldowns for each character and their familiars, and I appreciated that the characters (3 of them) are on the battlefield WITH the familiars rather than either/or. This meant I could deal some damage to exploit enemy weakness using the main characters while some of the familiars tanked damage and all that. It wasn't perfect but it really resonated with me.
    I know it sounds silly but if I can pilot a vehicle then walk around in it WHILE IT'S IN MOTION. Man. The game gets a 10/10 from me after that. Outer Wilds, Star Citizen and Subnautica come to mind.
    any game that feels good to move around in is instantly better than games with less developed movement systems. games like sm64, source bhop/surf, tf2 rocket jumping, etc. why not make it a joy to get from one place to another instead of just moving in a straight line or fast traveling?
    One of the things I like best about AC games

    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.

    • Whatever respects my reaction time is almost automatically a game that I will like. If I die in a game, I want to die knowing that I screwed up and it was not the fault of some clunking movement mechanic or due to some uninterruptible animations. Highlight: DOOM Eternal
    • Whatever makes great gun-play. I don't even know how to describe it, it's one of those "you known when you feel it" types of situations. There are extremely few games that get this right. Highlight: Destiny 2, Halo Infinite

    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.

    God, that moment, where you realize where the game is going? Honestly fantastic. Everhood has such a sleek design, and I love that there is no "filler" encounter.

    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.

    Have you tried Dragonflight? They seem to have added physics/inertia to the flight mechanic. I haven't played for like 15 years but am tempted to pull the trigger for that alone.
    Actraiser. That game was my favorite when it came out. Part Sim part platformer. Blew me away as a kid. I still give it a play through every few years.

    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.

    Boss fights that are synchronized to the music. Not too many I can think of off the top of my head right now though. There's Violette in One Step From Eden, and I guess you can count the final stage of Splatoon 2 Octo Expansion sorta loosely did this with the final minute transition.
    Every fight in Hi-Fi Rush does this, and it’s really cool.
    I really want to give Hi-Fi a shot, but I'm terrible at most rhythm games
    It's one of the more forgiving ones, so it's worth a try if you are curious.
    MGR Revengance put on a mast class around this.
    Not really a boss fight but probably my favorite moment from any video game is the shockwave level from Inside. The way the music gradually comes in is pure magic.
    Any good movement mechanics. Shoutout to grappling hooks!
    Probably the one thing that saved Halo Infinite SP for me.
    Titanfall|2 was so fucking amazing
    I just finished playing the campaign for the first time a few weeks ago. Very fun
    Grappling hook for the win! From xontic, to overwatch to spider man games,just swinging around is a blast.
    I love the dashes in Hyper Light Drifter. With precise timing they can be chained, making them not just useful in combat but also to quickly move through areas. Really satisfying.

    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...

    Shadow of the Colossus fits the bill on this one for me. Jacob Geller's video on the decade-long search for the game's last secret is a much watch IMO: https://www.youtube.com/watch?v=jQNeYbBiCKw
    The Decade-Long Quest For Shadow of the Colossus’ Last Secret

    YouTube
    A really well done survival-craft gameplay loop is sooo addicting. When they get the balance just right it's so satisfying, but when it's off a little bit it can be so frustrating. For example I thought Subnautica had a really great balance of resource gathering and building and exploring. On the other hand, something like Raft has the balance way off and it's really not fun for me at all.
    Same. I really liked the early alphas of 7 days to die but then they went and tried to make it much harder and it just stopped being fun. I haven't played it recently so maybe they've backed off but early on I put in so many hours. Building was great and the zombies did just the right amount of damage to buildings.

    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.

    Have you tried Forza Horizon? I haven't been invested in a racing game as much as that one since NFS Underground 2. YMMV but I think it's pretty much the pinnacle of Arcade style racing games.
    I actually have heard that before and have wanted to try! Unfortunately I've only had playstation consoles with the exception of the 360. I was actually planning on eventually getting a series x or s to play their exclusive stuff (particularly from Arkane), but if things keep turning out like Redfall I may reconsider.

    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.

    A very social one I like is being able to get beers from the bar in Deep Rock Galactic.
    Oh yeah, Deep Rock is good for that, getting some beers, having a little dance, getting pissed off at tossing barrels into the ring, finding the little football and the goal posts and having a game of that, its great xD
    Sea of Thieves has tons of that kind of thing. Nothing beats an impromptu shanty on your way to pirate shenanigans.

    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...

    Haha yeah I remember that too! That game was a pretty chill one to play with friends, just sailing around with your instruments and getting into the occasional scrap with another ship, good times.