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ITT posts systems, mechanics, gimmicks that you've seen in videogames that you really like.
I'll start.
I've always loved it when a game has a smithing system. I really like how smithing works in Legend of Mana in particular. How you have this cascade of effects that can stack, because your mines/farms' quality impact the forging/tempering quality which then impact (if you get to it) the robots' quality--I love stacked modifiers like that and seeing things through an entire [craftsman] production process.
Also, it's kind of dumb, but see each special weapon's gimmick in the Megaman series was always great. If you love gimmicks in games, Megaman always kind of felt like a bargain deal.
Replies: >>304366 >>304748
Do destructible environments count as a mechanic? Because if so, I'll gladly write a fucking rant about it and the disastrous state of modern vidya
Replies: >>304157 >>304192
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Items that are made up of multiple swappable items. Even just having swappable batteries in devices is cool, being able to take the batteries out and put in new more charged ones.
Dodge roll. Although it will make normies call the game a souls-like.
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>>304152
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JOB CLASSES BAYBEE!!!
Replies: >>304591
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I am a sucker for well-done charge mechanics.  Particularly when it's not some binary on-off scale but actually has proportionate power scaling to how long you've been charging.  It's hard to balance so not a lot of games do it like that.
>>304152
Destructible environments and physics simulation is the best, and instead of going harder into immersion, they went the 100+ gb of unoptimized textures route
Replies: >>304194
>>304192
this
I;ve had huge autistic fixation on destructible environments in games when I was 13-15 yo so I dont have to tell you what I felt when I heard of Demolition Company by Giants Software. Also, all my peers used to play CS 1.6 or Global Offensive back in the days but I was drawn to BF3 for the same reason. I have maybe 5-6 different games marked on backloggd wishlist just because collapsing buildings looked cool or the whole game is based on destruction/demolition
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bonuses for wearing a full set of armor
Replies: >>304212
>>304199
Only if it's hard to get all pieces. Otherwise it makes the game less fun since you can't design your own setup.
Replies: >>304214 >>304240
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>>304212
Even better if you can get bonuses from partial set. This set from RotMG is a cool one.
>>304212
>Only if it's hard to get all pieces. 
Doesn't that make it even more tedious?
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The Fall of Avalon has bonfires and with it a stash system for managing inventory space on the fly that you can only access if you have enough ethereal cobwebs or when you are within a village and it makes managing inventory space on the fly so fucking nice. In a village, it appears as a big chest and you can have as much shit as you want in it. Having to spend literal hours sorting through your inventory is a fucking chore and I hope all open world rpgs implement something like this. That combined with you being able to setup campfires wherever you wish (unlike in Cucken Ring), just makes the game so much better
Replies: >>304298 >>304312
>>304297
Oh also, you can sell to vendors from this stash without having to setup a bonfire/going to the chest in the villages
>>304297
Just make player inventory infinite at that point.
Replies: >>304362
>>304312
That would make the game too easy. You cannot put bonfires in dungeons. It just makes the game far less tedious
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Gravity Rush's gimmick was simple yet entertaining as fuck. Once you free yourself of plausible realistic explanations like any futuristic space game (Dead Space, for example) and simply aim for fun and exploration, you can go anywhere with a silly concept. And the late-game aerial fights were amazing as well as a result

>>304150 (OP) 
>not only Weapon and Armor crafting but even Instrument crafting for summons in battle
>"oh okay, i guess we'll hit flutes and harps and whatn-"
>fucking marimbas included
The beauty and creativity of this game always amazes me.
The only bad thing about the whole crafting system was how counterintuitive it became if you played blind: basically trial and error, and any specific required heavy grinding in a game not really aiming for that
Replies: >>304606
MMOs where you can give long duration buffs to random people passing by.
>>304173
The feeling of discovery in FFT when you finally unlocked a new class...
>>304366
>The only bad thing about the whole crafting system was how counterintuitive it became if you played blind: basically trial and error, and any specific required heavy grinding in a game not really aiming for that
Yeah, the game gave you a LOT of stuff you could do, when you didn't even need to do 1/10th of it to beat the game.
>>304150 (OP) 
parrying kicks fucking ass if you implement it right
On top of the visuals & sounds being satisfying and it feeling good to reverse the flow of a fight, it allows for significant skill expression by allowing a player who's actually paying attention to their opponents' swings to determine the pace of the fight, FORCING their opponent to open up for a walloping instead of waiting for the A.I. to drop its guard - and while you could say that waiting for the A.I. to do a parryable attack is the same, I think that making me be the one to put them on the back foot instead of making the idiot A.I. tire itself out makes the player and their enemy both appear stronger since the enemy's only threatened because of something YOU, the PLAYER did.
Replies: >>307265
Unicorn overlord did turn based RPGs in a very nice way that I'd like to see again

Rather thananually selecting what your characters do every turn, you assign "if - > then" statements to them where they take actions based on the battle conditions when their turns arrive.

I also like how it keeps the influence of RNG to a minimum and instead uses a direct comparison of stats to outcomes, similar to diceless ttrpgs that eschew randomized outcomes entirely.

So it feels like youve really earned every victory and every loss is down to you not optimizing your optimizations.

Its far from a perfect game and there's a lot that I hate about it, but I really like these two features and hope other games start using them.
Replies: >>307265
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>>307119
That's really interesting, but...
>Rather than manually selecting what your characters do every turn, you assign "if - > then" statements to them where they take actions based on the battle conditions when their turns arrive.
So, basically FFXII's gambit system?
>>304748
There's something to be said about mechanics that help REDUCE GRIND as well, and systems that have a counter after a parry is great. It's like the game going
>...
>O.k., yeah, you clearly HAVE fought this enemy too many times.
>Yeah, we can skip it, my bad man.
>Sorry.
Replies: >>307387
>>307265
It's the gambit system on steroids.
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