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New concepts in games that were overlooked

goonergaz

Member
I'm not sure this fits, but I recall an eyetoy demo where a guy drew a game (lander type)and it came to life and he could control the ship and navigate the landscape he had drawn...that would be awsome.
 

Gen X

Trust no one. Eat steaks.
I always liked how the music changed when you went under water in Banjo Kazooie. Mario Galaxy did it too, it's a nice little touch.

Porsche Challenge on PSone had dynamic music that changed during the race depending on position and lap although in regards to the OP I am pretty sure that mechanic was mentioned on the back of the box.
 
Oh yeah handling of your squat was indeed amazing in SWAT 4. You could beat entire missions without doing anything. Just stay at the spawn point and command your whole team with the camera system. They have almost the same abilities as the player and the AI is smart enough to survive and handle combat and hostage situations on its own for the most part. The system was also very useful in stressful and intense moments where shit is going down everywhere.

It was also very handy when you need to clean a room from two sides at the same time: http://www.youtube.com/watch?v=UMKCPpivPfc#t=10m37s


I also loved the OptiWand that allows you to look under doors. If your AI squadmates are using it there is literally a dialog for every possible combination of suspects/civilians in the room.
 

mclem

Member
I've mentioned this in a few threads recently because it's something that I'd love to see many many more games work with.

SpaceChem's leaderboards.

aOLH8kO.jpg


Presenting them as a bell curve rather than a straight ranking is a *much* better way of handling leaderboards. While it's nice if you're good enough to fight for a top-ten ranking in a conventional leaderboard (say...), the average player doesn't really get any such enjoyment out of the global leaderboards, only really competition against friends. SpaceChem's bell curve, though, allows you to see if your performance is above-average; not something leaderboards built around straight rankings can really do, and it gives *any* player something realistic to strive for; being left of the curve *always* feels achievable, and it's rewarding when you get there.
 

Unicorn

Member
For me it's adding elements in otherwise middling shooters.

Such as:

Dinosaurs in multiplayer matches of Turok - Mostly zoned in a specific bubble of a map, but I was hoping the sequel would give the dinos a bit more freedom to hunt.

Swinging mechanic in Bionic Commando - Much like the climbing/platforming in Uncharted 2's multiplayer, this added an additional layer of finesse to movement. Was super satisfying to gauge a swing and trajectory just right to shotgun a guy while swinging your way to blindside a sniper on another ledge.

Destructible Environments in Red Faction Guerrilla - By the end of matches you were often only left with the natural formations of Mars to provide you with cover. An online match was constantly evolving how you moved through the environment due to the beautiful nature of destruction.
 

Mogwai

Member
Adjustable difficulty.

Just as Forza Motorsport does it. I don't see why this couldn't be applied to other genres too. A FPS could have you adjust the ammo, number of enemies, even the amount of grenades thrown at you.
 

Unicorn

Member
Adjustable difficulty.

Just as Forza Motorsport does it. I don't see why this couldn't be applied to other genres too. A FPS could have you adjust the ammo, number of enemies, even the amount of grenades thrown at you.

God Hand does this too.
 
I've mentioned this in a few threads recently because it's something that I'd love to see many many more games work with.

SpaceChem's leaderboards.

aOLH8kO.jpg


Presenting them as a bell curve rather than a straight ranking is a *much* better way of handling leaderboards. While it's nice if you're good enough to fight for a top-ten ranking in a conventional leaderboard (say...), the average player doesn't really get any such enjoyment out of the global leaderboards, only really competition against friends. SpaceChem's bell curve, though, allows you to see if your performance is above-average; not something leaderboards built around straight rankings can really do, and it gives *any* player something realistic to strive for; being left of the curve *always* feels achievable, and it's rewarding when you get there.

Agree, and agree. Needs to be adapted a lot in puzzle-based games.
 

efyu_lemonardo

May I have a cookie?
SpaceChem's leaderboards.


Presenting them as a bell curve rather than a straight ranking is a *much* better way of handling leaderboards. While it's nice if you're good enough to fight for a top-ten ranking in a conventional leaderboard (say...), the average player doesn't really get any such enjoyment out of the global leaderboards, only really competition against friends. SpaceChem's bell curve, though, allows you to see if your performance is above-average; not something leaderboards built around straight rankings can really do, and it gives *any* player something realistic to strive for; being left of the curve *always* feels achievable, and it's rewarding when you get there.

definitely agree with this! seeing my score at the 26,548th position on leaderboards is meaningless to me unless I know how many other people achieved a similar score. bell curve or bust.

Agree, and agree. Needs to be adapted a lot in puzzle-based games.

It's possible to implement in any game with a score.
 

mclem

Member
Adjustable difficulty.

Just as Forza Motorsport does it. I don't see why this couldn't be applied to other genres too. A FPS could have you adjust the ammo, number of enemies, even the amount of grenades thrown at you.

MSR had the ability to make the target for a given challenge harder in return for more Kudos if you pulled it off. Can't remember if it continued into PGR or not.
 

Robin64

Member
Kid Icarus Uprising did difficulty beautifully with its Fiend's Cauldron system.

"Dropping hearts into this pot raises the Intensity, making enemies stronger but also causing valuable weapons and items to apear. If you fail the level, you'll lose hearts, though you can choose to continue at a lower Intensity."
 

Maaseru

Banned
papermario_ss5.png

The Judgment Ring from Shadow Hearts or action commands from Paper Mario. Basically, some sort of interactivity in turn-based battle systems that lets you do more damage, or heal more, or buff more, etc. Both good systems as they're fun and you get bonuses from doing them right. Not sure why more turn-based RPGs don't have systems like these.

Hey the super jump attack from the original Super Mario RPG let you jump on the enemy indefinitely for as long as you could connect the attack. I love that game better than any of its sequels in so many ways.
 
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