Good evening everybody! This is Aifos coming to you alive from the Owl Express! I’m half expecting someone to get murdered, or for the train to explode, but so far it’s been a pretty nice ride! And, you know, a wise man once said *ahem*;
Wise man: “If Mafia explode, Mafia drop pons!”
. . .
I’m sure that has something to do with what I just said.. Maybe not.. But it does deal with the topic at hand!
Gameplay mechanics and lore don’t always work together perfectly. A perfect example of this is the ever so common health bar! In most games lore (or real life for that matter) there’s not this threshold where you go from being perfectly fine, to dead from crossing it.
Some games, however, find ways to make [i]all[/i] their game mechanics lore friendly. Sometimes comedically, sometimes cleverly, sometimes really stupidly. And this thread is about all three!
[b][u]Tl;dr? Here’s my point![/u][/b]
Times games made its gameplay mechanics lore-friendly?
My answer; (warning; major spoilers to A Hat in Time)
[spoiler]A Hat in Time has some humorous ones.
The first comes to mind during the Snatcher boss fight. All bosses up to this point turned blue, when they were vulnerable, but soon after starting the fight he says something like:
“You’re probably waiting for me to turn blue, aren’t you? Sorry kiddo, blue just doesn’t suit me. And I guess that makes me immortal, huh!? Hahaha!”
Resulting in the logical option of splashing him wity blue paint.
Sadly, the next boss didn’t turn blue at all, and was simply permanently vulnerable, kind of ruining the Snatcher’s whole joke, but as seen from this boss, health pickups were part of the canon. She kills a few of your allies, who then explode into health pickups called “pons”. After seeing this, your allies decide to all start killing eachother, and you get enough pons to become immortal for the final (chaotic) last phase of the fight.
It was this strangely sad, but also comedic scene, but don’t worry! They come back to life when you reverse time, and fix everything! :D[/spoiler]
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Destiny has always been good about explaining their mechanics in their lore.
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VAULT OF GLASS
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2 RepliesI'd say Dark Souls and how the lore treats respawning as this nightmarish curse that you and your enemies have to constantly live with.
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2 RepliesA lot of the mechanics in Borderlands come to mind. How the New U station just makes a clone of you when you die. Also in Nioh they tie Williams ability to respawn with his guardian spirit and I thought that was cool.
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1 ReplyIf you have a low intelligence stat in Fallout NV all your dialogue options appear as garbles caveman talk. Does that count?
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2 RepliesThe UI in Dead Space comes to mind.
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4 RepliesHate to say the voodoo word Destiny around here but honestly the ghost revival fits so very nicely in the lore. I never thought I'd hear lore characters and story characters talking about being revived by their ghost and dying a bunch on missions but they do and it just works.
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1 ReplyThe invisible sky barrier in Ark was revealed to be part of the Ark in explorer notes, and that it is there even in the lore.
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1 ReplyThe tutorial from Titanfall 2. I was suprised to find that the main character was also supposed to be doing a tutorial.
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Edited by The Researcher: 1/6/2018 5:26:31 PMI think about all this stuff all too much, every damn game I play I overthink this. However a game I just recently played was built around the idea. ICEY [spoiler]the game basically begs of you to do the opposite of what the narrator says, and you're usually rewarded with some funny dialogue pieces, and achievements too. But one of the parts has the narrator trying to make you feel bad saying "you do this just for achievements? You're ignoring all my hard effort put into this game and you're just hunting for achievements?" Something like that... However getting all the achievements lets you get the true ending, and my god it's so well made, the game itself is already fun as hell (though not very long sadly), but then adding a wholly different layer onto it is what made the game. He also doesn't appreciate it when you try your best to find glitches saying "this area is unfinished, can you not break my game?" (Although I did find an actual glitch where I got stuck in impassable terrain inside the ground but I was also specifically trying to do so, so I don't blame the devs.) There's actually a part where after doing the opposite it's better to do the good thing, even thoughit sounds like he's begging you to do the wrong thing. I won't spoil it, but it involves cheating. Cheat = loose all cash, don't cheat = pretty good cash boost, although I found a spot where griding cash is pretty easy, but in the don't cheat thing you have to fight a whole bunch of hard enemies at once, so it's not worth it. I could go on but seriously, play the game, it's brilliant, and it's cheap. 9/10 wish there was more to it, it's so good.[/spoiler]
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Indie game from a few years back Braid. Time travel mechanics fit heavily into the game where you are a young man trying to rescue a princess. Very traditional and simple. [spoiler]at the end of the game in a grand rewind of sorts it's revealed that you are the villain and the princess has been trying to escape from you all along. It's simple, striking, and excellently done.[/spoiler]
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5 RepliesThere is a horror game that if you play it again, the ghosts recognize you
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1 ReplyI very surprised you didn't say this but death and becoming hollow in Dark Souls. The concept that you don't stay dead. You simply go a bit more mad until either you progress or become so hollow pregression seems impossible.
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1 ReplyNot sure it's entirely relatable to this but the ai of the xeno in alien: isolation. It had 2 brains, one didn't know where you were, and the other one did but could only give the other brain clues to your whereabouts so it would constantly be nearby.
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Metroid Prime 2. It was cool having to play different in the other dimension/alternate world. So hyped for MP4, I need a Switch now.
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4 RepliesAleph makes the broken planet go ‘round. Actually, that may just be gravity, but Aleph does play into just about everything related to Raiders of the Broken Planet. How does a raider respawn? Their pilot rebuilds them using Aleph. What’s with that orange glow? That’s the stress their body’s under setting off the Aleph system designed to absorb it. How do some of these character seem to cast magic? They use aleph. How do you complete most objectives? You overload something with aleph. Why did that guy just explode? He was shot to death while overleaded with aleph. How do you unlock your full potential? You overload yourself with aleph.
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Bloodbornes Hunter of Hunters You already know ;)
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Edited by SuperLegoShane: 1/4/2018 9:24:05 PMEvery Destiny raid, tbh
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3 RepliesNier: Automata is a good example of this. There's numerous in the game, but my favourite would be that the menus and such play like your characters OS.
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1 ReplyHaven't you made a post like this before? Anyway, my answer is NieR: Automata. You play as an android, and when you save your game you upload his/her memories to a server. When you die, those memories are uploaded to a new, identical android.
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1 Reply[i]Assassins Creed[/i]'s synchronization comes to mind.
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2 RepliesWarframe. Just finished TWW and it was really great in terms of lore AND the actual gameplay mechanics.
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2 RepliesNeuromods in Prey.
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1 ReplyThe fabricator 3d printer in Gears of war 4. I remember how i was telling you about Gears 4 basically having tower defense in the campaign.. Yeah you get all your fortifications from a 3d printer... They can literally spawn weapons and survival gear from a printer... That's insane as getting one was the entire plot point of the first act. I didn't even think about why that was a plot point until now. It just makes so much sense.
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2 RepliesThe ultra warp ride mini game from Ultra Sun and Moon come to mind.