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3/16/2019 7:45:48 AM
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What’s one small mechanic that sold a game for you?

According to Mercurysteam, the creation of Raiders of the Broken Planet (now known as Spacelords) involved one question: does the world need another shooter? Probably not, with some consideration, but there are some little things that can open that question up for reconsideration. Take the HRV system from Blacklight Retribution. Can you think of any other game that replaces minimaps and radars with a temporary wallhack? There’s almost certainly examples of this across the whole industry. Little mechanics that make or break a game. I’ve shared my personal example, and now I’d like to hear yours? What’s one small mechanic that makes a game stand out against the competitors to you? Something you wish more games had? It can be from good games, bad games, or any other sorts of games.

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  • Something to make traversal fun. I love running around the world in D1 and D2 because the mobility just feels right and has plenty of variation. From speed boosts on a jump, to utilizing slides to go under parts of the terrain, the drop in your stomach on a long fall, the landing animations combined with the heavy jolt of your legs absorbing the blow, and the way your character’s body reacts to movements in the air all combine to make a fluid moving experience that gives you great control once you have it as part of your muscle memory. But it’s not limited to that. Anthem’s flying mechanics incorporated with the gunplay are a blast and while they get you killed a lot before you learn how to incorporate them, once you make that mobility part of the fight it makes traversing the battlefield as much fun as traversing the world. Good running animations across the board. ME:A’s running animation with slight shifts in weight from left to right sending you a quarter step or so in that direction as well as natural speed boosts and dips were very subtle and flavored character movement in a commendable way. It felt like a human running. Same to be said for Argo’s movements in Shadow of the Colossus. You more requested how you wanted to move and the horse complied as it did. All the combined to make movement natural and just FEEL real. Prince of Persia’s wall running mechanics were great. Titanfall got in on it, though the first person perspective lost a little of the uniqueness. Still fun. Basically games that utilize movement in a way that is engaging and fun.

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