We've talked about mechanics we've hated or even ones that grew on us, but what are some mechanics that just make you say "Hell yeah! sign me up!" when you here or think about them.
We've talked about mechanics we've hated or even ones that grew on us, but what are some mechanics that just make you say "Hell yeah! sign me up!" when you here or think about them.
True beauty exists in things that last only for a moment.
Current Mood: And it's been a long December and there's reason to believe. Maybe this year will be better than the last. I can't remember all the times I tried to tell myself. To hold on to these moments as they pass...
JOB SYSTEM!!!!!
Also, anything that uses the D&D ruleset and mechanics is just an automatic win for me.
I don't love him, but Guy Martin seems like a pretty cool mechanic to have a beer with.
Last edited by sharkythesharkdogg; 05-13-2016 at 02:48 PM.
I actually see a lot of potential in the "Say/Learn" interaction system in Final Fantasy 2 for the Famicom (usually called "Ask/Memorize" in later more official versions), and I kinda wish that more RPGs would allow the player to manually interact with NPCs like that.
*grunt*, I want more games with that system.
Anyway, I also have to say that I really enjoy Action RPGs!
I still remember the first time when a friend of mine insisted that I should try Star Ocean: The Second Story way back in 2002 or something like that, back when I was used to the sometimes tedious ATB system in the Final Fantasy games, and I felt an enormous rush of delight and excitement when I found out that I could actually run around on the battlefield and fight in real-time mostly like normal.
I spent a very long time fighting randomly outside of Arlia, and I believe Claude had learned at least 2-3 Killer Moves before I did anything else at all.
In no particular order:
-Social Links
-Monster Fusion
-Traditional Auto Level Up/Stat Up
-TURN BASED BATTLES (read it.....and weep people.....weep)
-Sandbox
-Powerful Magic and Summons
-All the White Mages. All of them.
-Life Sim
What exactly is a mechanic?
A good point. Because a 'game mechanic', if featured heavily enough can transform into a a genre or sub-genre.
Many games have a design that could be construed as a feature of a genre if adopted enough.
My working definition of a 'game mechanic' is more akin to a gameplay system. Persona's social links, Final Fantasy's myriad levelling and ATB systems, and so on.
EDIT:
Last edited by Formalhaut; 05-16-2016 at 06:26 PM.
Endless loot. Games like Diablo and Destiny that require you to grind for the perfectly rolled items suck me in something fierce. By rights it should be a boring mechanic because it's tedious, but when you compare it to "oh, I killed a boss or did a thing, now I get the exact same weapon everyone else has." There's no contest in my mind.
I enjoy cosmetics. I like to have a character look unique even if the character models stay the same. Give me clothes, pets, accessories, and even upgradeable and customisable strongholds or bases are great.
Definitely prefer real time combat to turn based.