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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[–] Sanctus@anarchist.nexus 14 points 2 days ago (3 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.

[–] pory@lemmy.world 4 points 2 days ago (1 children)

Star Garden appears to be "Kirby Air Ride with a chao garden" and a deeply Dreamcast art style. Might be worth having on your radar

[–] Sanctus@anarchist.nexus 1 points 2 days ago

Thank you for that. Wish listed asap

[–] it_depends_man@lemmy.world 6 points 2 days ago (1 children)

Most MMOs are that btw., if you haven't played any. Lots and lots of minigames.

[–] Sanctus@anarchist.nexus 6 points 2 days ago (1 children)

Oh I have, have probably like 4 years playtime in game for WoW. But it used to be common. Idk it feel like it used to be about fun and now everything takes itself too seriously.

[–] ripcord@lemmy.world 3 points 2 days ago

it used to be common

It did?

[–] missingno@fedia.io 4 points 2 days ago

Kirby Air Riders definitely feels like it keeps that spirit alive. The game could've just been City Trial and I would've paid $70 just to play City Trial, but they packed everything else in there too because they could.

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

The control scheme in Total Annihilation where you can que up lots of commands for units has largely been ignored by RTS game makers except in Supreme Commander and Spring/Recoil engine games such as Beyond All Reason and Zero-K. I think it is a perfect example of why the RTS genre in many respects died after hyperfocusing on making Starcraft-likes resulting in the stagnation of innovation in a genre that progressively catered more and more only to a very narrow range of brains/players who enjoyed simplistic explicit rock-paper-scissors unit relationships and endless fiddly micro.

[–] SolSerkonos@piefed.social 5 points 2 days ago (2 children)

Can you explain what you mean? I never played TA, but being able to queue commands is pretty common in RTS games. Did TA have some kind of system to further facilitate that, or was it just taken to an extreme?

[–] Davel23@fedia.io 11 points 2 days ago

In TA you could select a unit factory then issue move orders and set up patrol routes and then any units constructed by that factory would follow those orders. Also, if there was a unit executing a repeating move pattern, you could select it, hold shift and give it a new order. It would execute that order, then when done it would return to its original pattern.

[–] it_depends_man@lemmy.world 9 points 2 days ago

To add to what the other guy said, Supreme commander allowed your units to synchronize shots, for example for the big guns on battleships, useful for punching through shields.

They also allowed you to queue orders, display them and then edit them. So you could set up one big patrol path for 100s of helis and fighters and defend your territory that way, and when you want to expand you can drag the patrol points and all of those 100s of units would automatically adjust.

Also there were heli transports with lift and drop points and you could use that to ferry units quicker than they would walk. So you could set the drop point closely behind the frontlines and advance the drop point with the front line, allowing for quicker resupply of troops.

Quite a bit more advanced than you would see in starcraft or AoE2 overall.

[–] it_depends_man@lemmy.world 3 points 2 days ago (1 children)

I'm working on a game like that, but it's far from completion.

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[–] missingno@fedia.io 9 points 2 days ago (1 children)

The Fiend's Cauldron from Kid Icarus Uprising. At the start of a stage, you have to wager currency on how high of a difficulty you want to attempt, on a sliding scale from 0.0 to 9.0. Higher difficulties cost more to play, and if you fail, you lose your bet and the difficulty drops if you choose Continue. It's an interesting system for how it forces you to check your ego and self-evaluate just how much you think you can handle.

[–] MrDrProf@lemmy.ca 4 points 2 days ago

Goddamn this game is just so good that that cauldron is a really fun little mechanic for it

[–] DamienGramatacus@lemmy.world 3 points 1 day ago

A Spider-man game with the swinging mechanics of the PS2 Spider-man 2 game. Or just a remake of that game. The new ones are fine and fun but the older game absolutely nailed the web swinging.

[–] jazzkoalapaws@ttrpg.network 2 points 2 days ago
[–] mohab@piefed.social 2 points 2 days ago

Dodge offset from Bayonetta, boost from Vanquish, and make your own moveset from God Hand.

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