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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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  • Modificato da The First Aifos: 3/16/2019 10:22:13 PM
    In the Paper Mario games, the Steven Universe games, and presumably the other Mario RPGs, they have the best mechanic ever invented in a turn based game. Action commands! Action commands are simply manual inputs that you do after choosing your attack that have a variety of effects, ranging from improving damage, increasing defense, or possibly being the only way a move can function. For instance; Connie’s basic attack in SU:StL can deal double damage if you push A at just the right moment. I love it.

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