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#Gaming

Edited by FrostD: 3/24/2017 3:10:06 PM
28

Creative ways Devs put a new spin on the most common gameplay mechanics.

These things are not only unoriginal, they are videogame staples and so common you wouldn't even think twice about them.  That is unless the devs go out of thier way to be as creative as possible with a completely mundane gameplay mechanic. First up is something that devs often try to dress up as much as possible.  The game's HUD.  I'm going to cite Dead Space for this one.  The Holo HUD is so commonplace now it may not even seem worth mentioning even by the criteria of this post.  But everything from the health and stasis bars on Isaac's back, down to the pop-up Holo ammo counter and especially the video screen that projects NPC'S as they talk to you felt new and different at the time.  It really was a complete package that put a futuristic spin on a basic gaming necessity. The Ubisoft "Towers" that were awe inspiring when they first appeared in Assassin's Creed have become a joke or even annoying to most gamers.  But the ground shaking mechano-hoves of the Tallnecks in Horizon Zero Dawn are just a bit more attention grabbing then a minimap icon.  Not to mention jumping off its head action Hero style with your grappling hook as it releases an EMP pulse. That is pretty cool, the first time.  It's mundane and you'll be doing it over and over again so it will lose its appeal.  Still, it's the most interesting way I've ever revealed a section of the map. What other creative ways have devs tried to spice up thee most trivial things in gaming?
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#Gaming

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  • I never have finished banner saga, but the health=attack system plus the armor mechanics made every bad guy intimidating. If you didnt take every swing seriously, you reloaded alot of saves.

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  • Edited by xXZeroShikiXx: 3/24/2017 12:48:58 PM
    The Undertale combat. I know the game gets a good bit of flak from some sides, but I found the entire combat system pretty innovative overall. Edit - for the sake of this post I'll narrow it down to the fact that you can choose to win a battle (not run) without killing or hurting the enemy at all. Phantasy Star 4 (genesis era). That game made liberal use of the instruction booklet (mainly that blank "Notes" section in the back) Instead of giving you a list of spells and what they did, you actually had to use the spell, then write down what it did lol. Bit of a pain, but a bit more immersive imo. Also, even though you're picking moves each turn for each character seperately, if you stumbled on a certain combination they would perform a combination/fusion attack... which you would also have to take note of lol. [spoiler][i]basically, had to actually learn the spell effects yourself, and certain ones could be combined... but you wouldn't know until you finish your turn.[/i][/spoiler]

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    • Edited by Rhynerd: 3/27/2017 1:55:58 AM
      Furi has an interesting health system. For bosses it works like so: -Every square is two health bars. -For the duration of the blue health bar, the boss will fight you with ranged attacks. -Once the boss is reduced to the red health bar, then the battle will switch to close combat. -Upon losing a square's worth of health, the boss will change up their attack pattern as a form of escalation. -The boss will regain whatever health they lost during their current phase if you lose one square of health. For the player, health works like this: -You have the three or so health bars, broken into rectangles (and these rectangles can be broken in half). -Shooting green projectiles will turn them into health power ups, and parrying can also heal you. -Taking out a square of the boss's health refills your current health bar, possibly also refills an empty square of your health.

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      • Probably reloading in Gears of War.

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        • I [i]love, love, love[/i] the way Darksiders 1 did its health. You started with 3(?) health bars, and gained additional one after getting for.. Health.. Rock.. Things.. Whatever they were called. This had the advantage of havimg two ways to increase health; getting more (up to 9) health bars, and increasing the health bars themselves. The most important part of how it works though, is how powerful it makes you feel, and how terrifying the enemies are. An enemy smashing through 3/9 of your multiple health bars is more intimidating than 1/3 of your single one, and having [b][u]NINE HEALTH BARS[/u][/b] made you feel.. Strong! Like that bolded, underlined, all caps text there! That feels strong too!

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          • The 2009 Ghostbusters videogame had a pretty well done HUD system. The hud was on the proton pack. On the side of the pack there were two vertical light bars which showed the particle thrower's heat level and there were two horizontal light bars which were the character's health level.

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            • Warframe does this, dont know if it was first or not, but having a ship you walk around in, instead of a main menu is really cool.

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              • Shadow of the colluses had very interesting boss mechanics. Mirrors edge really made me feel like a free runner

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              • Edited by kerrick2: 3/23/2017 5:28:25 PM
                Both legend of dragoon and shadow hearts had interesting mechanics for attacking Shadow hearts had a ring that had 1-6(I think) colored triangles (each one would be a hit)that would fade from red-orange-yellow a bar would swing around like sonar and depending on when you click x on the triangles you would get a weak - critical attack http://www.bing.com/videos/search?q=shadow+hearts+attack+ring+mechanic&view=detail&mid=E7690DD5C7F0AD24C2EFE7690DD5C7F0AD24C2EF&FORM=VRRTAP Legend of dragoon had a little combo system that you would choose which attack to use and would have to hit a button when the square on the screen lit up to continue the attack each character had different combos and attack speeds some attack were good for damage others filling a spirit bar and such https://www.youtube.com/watch?v=JdSxaIfqkPM

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                • The weapon select wheel made popular by Red Dead Redemption is essentially a staple in most 3rd person action games right now. HZD's version of it built crafting right into it. But the real innovation was with RDR.

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                  • Melee in a lot of FPS used to be completely worthless or nonsensically overpowered. [i]Killzone 3[/i] added brutal melee as a way to make instant melee kills make sense but also gave the recipient a fighting chance if they had a buddy nearby. Pretty to look at too.

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                    • NieR: Automata has quite a few cool things. [b]First time startup[/b] - (when they run you through the options menu, brightness and all that) is a walkthrough of your character booting up their new body. (Since you self-destruct at the end of the tutorial mission lol) The HUD was already mentioned in another reply. [b]Weapon Synergy[/b] - in NieR: Automata, you can equip a weapon to your light attack and heavy attack slots. I haven't tried every combination of light/heavy, but I do know that if you have fist weapons (weapon, not bare fists) and a greatsword as your heavy, the 2B will toss one of the gauntlets into the air and attempt to use the greatsword as a bat to knock it towards an enemy. (She can actually miss the swing too... in fact, I'm pretty sure I've missed more often than not lol). [b]Playstation Trophies[/b] - NieR: Automata is the first game I've seen that actually has an unlockable in-game Trophy shop, where you pay tons of in-game currency to have the games various Trophies unlocked. These are moreso neat mechanics rather than new versions. Self Destruct - it's shown in cutscenes, but I was not aware for a while that you can activate it on your own at any time by holding R3 and L3. Damages everything around you but leaves you with 1hp and wrecks your clothes ;) Secret ending - There's an optional secret ending that has nothing to do with the main plot you get it by [spoiler]using the self destruct option in the bunker (Androids main space base). You can actually do something stupid enough to end the game lol.[/spoiler]

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                      • You mention Dead Space, then reference the HUD? What about the most important, twisted element, shooting limbs rather than the head?

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                        • Halo only allowing players to carry two weapons, and giving them regenerating hit points in the form of energy shielding.

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                        • Discuss, with close reference to at least one game you have studied this semester, the ways in which developers implement commonplace mechanics in a manner unexpected to the player.

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                          • I -blam!-ing loved Dead Space's hud. It's easily the coolest thing I've seen in a game as far as interfaces and huds go.

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                            • The most trivial thing ever to me was manual saving. That was mundane, tedious, and even infuriating when you progressed a large portion of a game only to die and not have your progress saved.

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                              • Edited by MuelKnightLego: 3/24/2017 7:12:34 AM
                                Dark Souls. Souls are both the XP and currency.

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                                • I loved the take on towers in horizon zero dawn they were so cool and perfect for the most important thing in the game. PHOTO MODE!

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                                • You can disable/enable HUD elements in NieR: Automata by equipping chips to your motherboard.

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                                  • I like how many Breath of the Wild's towers often involved a mini puzzle or obstacle course/strong enemy encounter to access. Made them a bit more interesting, especially since getting them all is one of the first things I did, and the Wizzrobes scared me away from a couple at first.[spoiler]I'm always tentative about encounters and build up my strength until it's all trivial in RPG/open-worlds.[/spoiler]

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                                    • Edited by OdinsKnight101: 3/23/2017 11:11:35 PM
                                      Behold! The many different conversation Systems, games have come up with! 1. Z mass effect one. https://goo.gl/images/VkrrJq (It's a spider!) 2. Final Fantasy XIII-2 https://goo.gl/images/I05BOE 3. fallout series.... except 4. https://goo.gl/images/RxaMho There are many others out there. Why we can't just have 1 is beyond me. I mean when you want to talk to an NPC, what would be the perfect solution? Ultimately the many things you discuss with the charecters, hardly change anything. So why bother to fancy and style it in different ways? It's not like you're having a proper conversation anyway because they just go back to saying, the same repeated lines, again and again. I'm having a diffcult time putting this all into accurate context. Sorry.

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                                      • So Many. Different. Conversation Systems. Crazy.

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                                        • Bump

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                                        • I think It may not be clear exactly what I'm looking for. A HUD typically is just functional enough to readily give you the information you need. Dressing it up and incorporating elements of the game world into it is just window dressing. I have another example. The Evil Within's Hub Center. You enter it by looking through a cracked mirror and then you sit in a demented electroshock therapy chair as you allocate "brain juice" points to various upgrades. The entire time your character is squirming and on the Verge of panic as you make your decision. When you confirm an upgrade your character receives a disturbing jolt. That's kinda crazy.

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                                        • That color coded loot from the Diablo games, it's in almost every game that has loot now.

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