I’m replaying SUPERHOT (again) and it’s got such a great core mechanic that I can’t believe we’ve not seen more developers use it, or build around it.

What game mechanics seemed like they’d be the next big thing but …didn’t?

  • De_Narm@lemmy.world
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    8 months ago

    I thought about it for a bit, but everything I can think off can be easily explained: They were patented. Namely the nemesis system and loading screen minigames. I would love for a proper (turn-based) RPG using the nemesis system.

  • Lamedonyx@lemmy.world
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    8 months ago

    I have yet to find a game that expresses power fantasy through movement like Warframe.

    Warframe movement is super smooth, very fast-paced, and yet extremely controllable and complementary of game mechanics.

    Bullter jumping across levels, bouncing on walls to turn around and unleash a burst of fire, super-jumping 30 feet high to get perfect view of enemies, it does everything perfectly. You absolutely feel like you’re a specter of death reaving though the battlefield.

    And every time I play a gamme, I feel glued to the ground and wished it has Warframe’s movement.

  • AdaA
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    8 months ago

    You left out the actual mechanic for those who haven’t played the game :)

    • Darkassassin07@lemmy.ca
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      8 months ago

      Time, and thus everything around you, only moves when you do.

      Stop and everything stops, giving you time to plan your next move.

      Common in turn based strategy, but Super Hot is an FPS.

  • Donjuanme@lemmy.world
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    8 months ago

    Ffviii, enemies can become cards can become items can become magic can boost stats (offered by equipable guardians) can help you defeat enemies. The entire system was cyclic, you could work on improving your game just by playing the card game, or finding magic in the wild, or power leveling your guardians.

    The card game stuck around, the rest of it was cast into oblivion.

  • Ephera@lemmy.ml
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    8 months ago

    I feel like SUPERHOT’s concept had one problem: That the original game basically perfected it.

    Like, how do you improve on that? It’s got melee and gun play. It’s extremely tight in timing and the puzzle aspect. It needs to be as minimalistic to be readable and not overload the player with options.

    I guess, maybe I am also just saying that I feel the game concept isn’t as extensible, if one game can do it all.

    • mindbleach@sh.itjust.works
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      8 months ago

      Games that feel like tool-assisted speedruns have a lot more potential than Superhot’s last-scene-in-The-Matrix simulator. It should be a general compromise between turn-based and real-time combat. Like VATS without the menu. Looking is a free action. You don’t have to dodge bullets to make tactical combat more visceral and vice-versa.

  • mostNONheinous@lemmy.world
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    8 months ago

    I cannot remember the specific game, but on original Xbox or maybe ps2 had something similar to rainbow six or socom. It had voice commands for your squad where you could control door breaches and things just by giving the order. It probably wasn’t as great as I remember but it was really immersive for me at the time. There may be others that have done it again or before but I’m surprised I never saw anything like it again.

  • ExtraMedicated@lemmy.world
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    8 months ago

    The terrain destruction in the original Red Faction comes to mind for me. I remember using the rocket launcher to tunnel through the ground, and it was cool.

  • RizzRustbolt@lemmy.world
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    8 months ago

    Grim Dawn’s pick-up targeting. Moving with the mouse and then attacking a target by mousing over it without having to reclick.

    It’s brilliant, but turboclickers run the show for other ARPGs.