this post was submitted on 28 Nov 2025
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I was recently discussing Farcry 2 with some friends and how cool the fire spread system was - And how it essentially was never used again after that title.

Is there a cool feature or mechanic you've seen in a game and hope to see more of?

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[–] Danitos@reddthat.com 49 points 1 day ago (3 children)

Fun unlockables by doing some cheat.

Imagine telling a FIFA player that you used to be able to have a dog as referee by doing the Konami code. And it was not behind a fucking paywall.

International Super Star Soccer for SNES had this: https://www.youtube.com/watch?v=sYaHPm-yDl8&t=63

The number of "cheat codes" that were actually just bonus content. Like I remember there were codes in Diddy Kong Racing where you could change all the power-up balloons to any color, like all red or all blue. I also remember there were codes in Mechwarrior II that unlocked a few mechs. Like, there were NPCs in a few missions that were a Tarantula, a Battlemaster, and there were elementals in one level. You could cheat to play as them, but the Battlemaster crashed the game.

Good times.

[–] commanderschlepper@lemmy.zip 19 points 1 day ago (1 children)

Dude I miss unlocking fighting game characters. Now they're all purchaseable... Like you literally can't just earn them from beating the arcade mode - that is if the game has an arcade mode to begin with these days

[–] prole@lemmy.blahaj.zone 5 points 1 day ago (1 children)

I think the last game I played that did it was Smash Bros Ultimate, and that's barely a fighting game imo

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[–] Flamekebab@piefed.social 6 points 1 day ago (4 children)

The vehicle damage modelling from GTA 4. The fact that it hasn't been surpassed is tremendously disappointing to me.

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[–] tatann@lemmy.world 14 points 1 day ago* (last edited 1 day ago) (1 children)

Tanking with shields (force/kinetic shields in sci-fi games, not physical shields)

I liked when games let you face-tank damage with your shield (like in Mass Effect, before Andromeda where they made shields weak af and even removed shield gating) and not having to care for healing (unless you lose all your shields)

I don't know if it's due to the souls-like trend, but it feels like game developers need to make punitive games nowadays

[–] BoxOfFeet@lemmy.world 4 points 1 day ago

Battlezone II had force shields. They used your vehicle's weapon energy. The shields used energy, and also taking hits would drain your energy. You needed a ship with fast energy regen to make the most use out of them. One ship from the X-Mod mod, the Jade Falcon, could actually regenerate faster than the shields drained. So you could keep them on all the time, and still shoot some. It wasn't invincible by any means, but that regen speed plus the fact that the radar ping twice as frequently made it my absolute favorite ship.

[–] gustofwind@lemmy.world 42 points 2 days ago (1 children)

Split screen coop/multiplayer

Way too many games only let you do multiplayer with one player and have online only coop campaigns

Used to be pretty standard that a guest could play with you online

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[–] slazer2au@lemmy.world 76 points 2 days ago (3 children)

Nemesis system. But ~~Wanker~~ Warner Bros tossed a patent on it and no one else could use it.

[–] Atropos@lemmy.world 7 points 1 day ago (1 children)

I'm currently enjoying a Skyrim playthrough that uses the Nemesis mod. It doesn't have ALL of the features that the shadow series does of course, but I'm really enjoying it!

[–] Furbag@lemmy.world 38 points 1 day ago

The nemesis system patents and Namco's loading screen mini game patent are two examples of why game mechanics and features should never be granted an exclusive patent.

Of course Namco's patents expired in 2015 at a time when seamless load screens had become the industry standard.

Who knows what the gaming landscape will look like when people are finally able to get their hands on the nemesis system again?

[–] ripcord@lemmy.world 11 points 2 days ago (2 children)
[–] Jeffool@lemmy.world 26 points 1 day ago

There's plenty of better deep dives on YouTube, but basically it's a system in Shadows of Mordor (and moreso in Shadows of War) that would take a random NPC you were fighting and were joined by (or almost killed,) and elevate them thematically. If one knocked you down there's a chance they would pick up your sword and break it, smack talk you, and walk away. That guy, of his name was Doug, became Doug the Sword Breaker. Never time you saw him, he'd get a short introduction and a quip or two to remove you of who he was.

If you died, since you were a spirit they'd just mock that they already best you before. But if you were killing them, they might get a scene where they manage to get away to amplify the story. Or maybe you'll just kill them. It was random and happened with random NPCs, elevating them in the enemy army.

I believe in the second one you could even mind control someone, and take out the people above them, and have a spy in the upper ranks.

Imagine an action game with some Crusader Kings plot drama happening.

Honestly I think there's probably enough prior art to get away with using whatever you wanted from it. But a) I'm no lawyer and b) I'm not risking millions of dollars making a game.

[–] Gonzako@lemmy.world 13 points 2 days ago

Basically a pseudo random system that'd generate orcs for you to meet-fight-recruit they'd have very fleshed out intros

[–] TevTra@lemmy.tevtra.com 10 points 1 day ago (1 children)

I really wished there are more games that implement something like the gambit system from FF12. My dream game is some monster / pet collecting and battling game plus the gambit system from FF12. now if only n*ntendo wouldn’t be such an @ss…

[–] prole@lemmy.blahaj.zone 5 points 1 day ago (1 children)

Check out Unicorn Overlord (I know, awful name).

Definitely a different kind of game than FF12, but the way the combat works reminds me quite a bit of gambits. Really fun game too, with beautiful art style.

[–] TevTra@lemmy.tevtra.com 4 points 1 day ago (1 children)

Oh, it's one of Vanillaware games with their distinct art style! Doesn't seems to be released on steam though. Too bad because it seems like a perfect game to play on the steam deck.

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[–] B0NK3RS@lemmy.world 55 points 2 days ago (6 children)

It didn't really take off to begin with but dual screen support like Supreme Commander had with the real-time map overview on the 2nd monitor. It could be a skirmish map or live track map for a racing game, live scoreboard, player status or inventory system.

[–] Aussiemandeus@aussie.zone 1 points 22 hours ago

Wasn't there a game 5 years or so ago that you used your phone to play it as well I'm xbox or playstat?

[–] missingno@fedia.io 15 points 2 days ago (1 children)

I think you're describing the Nintendo DS.

[–] B0NK3RS@lemmy.world 6 points 1 day ago (1 children)

Yeah I guess I am. Just give it to us in a bigger form.

[–] DBNinja@lemmy.zip 7 points 1 day ago (1 children)
[–] B0NK3RS@lemmy.world 7 points 1 day ago (1 children)

Yeah I guess I am. Just give it to us in a bigger form...

[–] teawrecks@sopuli.xyz 4 points 1 day ago

Oh you mean a Jumbotron?

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[–] rtxn@lemmy.world 39 points 2 days ago (2 children)

I want to see puzzles that are implemented using the physics engine. And I don't mean "toss the axe in the proper arc to trigger the gate" physics. I mean "stack the bricks on one end of the seesaw to balance it long enough to make the jump to the next platform". Or "use the blue barrels' buoyancy to raise the platform out of the water".

[–] teawrecks@sopuli.xyz 10 points 1 day ago (2 children)

I think those were mind blowing when I first played hl2, just because real time physics and destruction was novel, but now I think they grind the pacing to a halt. I think they just don't work in an action shooter IMO.

[–] rtxn@lemmy.world 6 points 1 day ago* (last edited 1 day ago) (1 children)

My opinion is the exact opposite. Narrative games, even action shooters, need to have high action and low action parts in balance. If high action segments are excessive, it can lead to combat fatigue. If low action parts are excessive, the player gets bored and the pacing dies.

Half-Life 2 E1, the "Low Lives" chapter, has probably the most stressful combat in the game because the player has to balance so many things. Shooting the zombies attacking Gordon versus helping Alyx fight. Helping Alyx versus keeping the flashlight charged. Firearms versus explosive props. All of that in oppressive darkness. Combat fatigue sets in. The short puzzle segments, even as simple as crawling through a vent to flip a switch, are opportunities to take a breath, absorb the environment, and prepare for the next segment -- especially at the end of that particular chapter, when the player escapes the zombies and has a chance to wind down.

At the same time, puzzles, by their slower nature, are excellent for delivering narrative and player training, and to let the player absorb the atmosphere. Alyx's first encounter with the stalkers in "Undue Alarm" wouldn't have had the same emotional impact if the player could just pop them in the head and move on.

In contrast, most of "Highway 17" is just a prolonged vehicle-based puzzle. By the time the player reaches the large railway bridge, they might be sick of driving. I know I was. It's a relief to finally engage in some platforming and long-range combat while traversing the bridge.

So what are the narrative values of my two examples? The cinderblock seesaw in "Route Kanal" is just player training. A show, don't tell method to let the player know that physics puzzles will be a factor. It's also a short break after the on-foot chase, before the encounter with the hunter chopper. In "Water Hazard", the contraptions serve a larger narrative purpose: they're the tools of the rebels' refugee evacuation effort. The player utilizes them like one of the refugees would have.

[–] EarlGrey@discuss.tchncs.de 2 points 1 day ago

The best bits of the Half-Life games are the more slow parts. Just taking in the environmental storytelling, solving simple puzzles, etc. Helps to make the more action sequences feel more impactful and intense.

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[–] RollingZeppelin@piefed.ca 22 points 2 days ago (2 children)

Yesss and more destruction physics. I miss watching cars crumple and get torn apart like in the burnout games. There was a really old ww2 dogfighting game where the plane wings could get sawn off and you'd see this smoking plane spiralling into the ground while the wing flew off in the opposite direction before the plane exploded on the ground.

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[–] Suck_on_my_Presence@lemmy.world 23 points 2 days ago (3 children)

Arcade racers that aren't just... Bad.

Burnout Revenge was a beloved game of my childhood. You had bonuses from wrecking your foes, got bonuses for creating wrecks, and for near death experiences. And there was an awesome mode where you would launch your car into a scene to cause as much damage as possible.

Midnight Club 2 where you could customize your cars and race them on fun tracks, but could also just beep around the open world.

Maybe it's nostalgia, but I would love a fun racing game that doesn't have a GTA attached to it.

[–] ZoteTheMighty@lemmy.zip 4 points 1 day ago (1 children)

This is literally why people spend $500 on a switch 2; it has the only arcade racer on the market worth playing. If you don't want a single-game console or Mark Kart isn't whst you're looking for, tough luck.

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[–] BigBrownBeaver@lemmy.world 32 points 2 days ago (8 children)
[–] zod000@lemmy.dbzer0.com 3 points 1 day ago

The grappling hook was a common mod in the original QuakeWorld scene and was included in the official Quake II CTF game mod. I'm surprised it didn't become a mainstay in games afterwards, it was so fun to use. Shogo: Mobile Armor Division had it built in and was one of the most fun FPS games I had ever played until cheaters took over.

I played on a Half Life (the first one) deathmatch server that had a grappling hook mod. It was awesome.

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[–] ordnance_qf_17_pounder@reddthat.com 16 points 2 days ago* (last edited 1 day ago) (4 children)

Mechanics from the Mercenaries series. Destructible buildings, getting weapons and vehicles dropped to you anywhere at any time. Being able to ally with different factions. Oh, and the ability to call in airstrikes. Bunker busters, cluster bombs, artillery barrages, etc. Just Cause and Metal Gear Solid V are the closest things to that. But they just aren't the same.

And the ability to just fly like Superman. I'd like that in more games.

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[–] Almacca@aussie.zone 22 points 2 days ago (1 children)

Destructible buildings like in Red Faction: Guerilla.

[–] domi@lemmy.secnd.me 10 points 1 day ago

That's the thing I miss the most. We have such insanely powerful hardware now and yet we never exceeded 2009 in destruction tech.

Teardown scratched that itch a little bit but it lacks proper building physics.

[–] PonyOfWar@pawb.social 21 points 2 days ago (6 children)

I was recently discussing Farcry 2 with some friends and how cool the fire spread system was - And how it essentially was never used again after that title.

In case you didn't know, Zelda Breath of the Wild and Tears of the Kingdom have a very similar fire spread system.

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[–] vortexal@sopuli.xyz 11 points 2 days ago* (last edited 2 days ago) (9 children)

A mechanic to permanently gain new attacks and/or abilities by mastering equipment. I haven't seen that many games have this mechanic and it's mostly been adult games for some reason. I think Kingdom Hearts: Birth By Sleep is the only non-adult game I've seen to have this mechanic.

I just remembered another one. The Gambits system from Final Fantasy 12. I've always liked this mechanic because it almost completely automates battles, allowing you to focus more on exploration and treasure hunting. I have only seen two games do this and, once again, FF12 is the only non-adult game I've seen with this type of mechanic.

[–] prole@lemmy.blahaj.zone 3 points 1 day ago (1 children)

Have you played Tokyo Mirage Sessions?

Weird game in general, but some of my favorite turn based combat ever. I think you permanently learn abilities from weapons if I recall.

[–] vortexal@sopuli.xyz 1 points 1 day ago (1 children)

No, assuming I found the game you're referring to, I've never owned a Wii U and while my mom owns a switch, I don't use it. I also don't think I'd be able to emulate it either. It seems interesting but I wont be able to play it right now.

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[–] Sanctus@anarchist.nexus 14 points 2 days ago (6 children)

I wanna see games going wide again. Get me something like Sonic Adventure 2 Battle again where we got racing, going fast, a creature battler/care system, multiplayer. I miss when games were full of a wide variety of shit.

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