• Game mechanics do you like?

    From JAB@21:1/5 to All on Mon Jan 13 12:33:21 2025
    Well I though about from a thread of which ones we dislike and also a
    video about do gamers know what they dislike (https://www.youtube.com/watch?v=gCjHipuMir8). The video is a bit
    rambling but it did make a point for me that whereas I can easily name
    several mechanics that I dislike, I find it that much harder for ones I
    like and the reasons are less concrete.

    So anyway I'll give it a go in no particular order.

    - Switching up the gameplay. This is something I feel that HL:1/2 did
    really well in that each level felt in keeping with the game yet was
    also different. So often in games I just feel that I'm doing the same
    thing that I was five hours ago but I've now got better stats/equipment.

    - The game is tightly focused on meaningful content over meaningless
    content to extend the length of the game.

    - Options to play the character you want to and not feeling forced to
    have a certain type of character. A lot of games I think get this right
    in being able to have different types of builds but I still find it a
    problem with CRPG's in general that you ending up doing side quests for
    the reward instead of because that's what my character would do. The
    glaring one I find is almost the assumption that you're the good guy.
    Disco Elysium is a game that mostly avoided that as failure was an
    option (failing forward) and so was playing a fascist, a centrist or a communist among others all of which are viable options.

    - Keep the game with one core focus and not multiple. Total War is one
    of the worse offenders here. Am I playing a 4x strategy game or a large
    scale tactical game. Just do one or the other. An honourable mention for
    XCOM with its base management. I'm here for the tactical combat thank
    you very much.

    - Dialogue trees that are adapted to your character and not fixed. This
    again comes from Disco Elysium where what you can say is affected by
    your character and you even have your inner monologue telling you what
    you should do.

    - UI's that try to minimise breaking of immersion. Firewatch gets a
    mention here with its 'physical' map and compass for navigating and also Kingdom Come Deliverance with its in game art style based quest markers. Another one I like is Pip boy of Fallout fame.

    I was going to mention an engaging storyline but then thought I can't
    explain what that really means to me!

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  • From Mike S.@21:1/5 to JAB on Mon Jan 13 14:16:50 2025
    On Mon, 13 Jan 2025 12:33:21 +0000, JAB <noway@nochance.com> wrote:

    Well I though about from a thread of which ones we dislike and also a
    video about do gamers know what they dislike >(https://www.youtube.com/watch?v=gCjHipuMir8). The video is a bit
    rambling but it did make a point for me that whereas I can easily name >several mechanics that I dislike, I find it that much harder for ones I
    like and the reasons are less concrete.

    It really is difficult. It is easier for me to mention ones I don't
    like. But I gave it some thought and.....

    I think the only thing I can come up with for mechanics I do like are
    games with a lot of interconnected systems.

    I am thinking of something like those old city builder games I used
    to play like Settlers 2 where if you wanted this, you have to build
    that. But if you wanted that, you needed something else as well.
    Creating efficiency with all of these systems appeals to me.

    Why it appeals to me, I can not tell you.

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  • From Dimensional Traveler@21:1/5 to Mike S. on Tue Jan 14 07:39:01 2025
    On 1/13/2025 11:16 AM, Mike S. wrote:
    On Mon, 13 Jan 2025 12:33:21 +0000, JAB <noway@nochance.com> wrote:

    Well I though about from a thread of which ones we dislike and also a
    video about do gamers know what they dislike
    (https://www.youtube.com/watch?v=gCjHipuMir8). The video is a bit
    rambling but it did make a point for me that whereas I can easily name
    several mechanics that I dislike, I find it that much harder for ones I
    like and the reasons are less concrete.

    It really is difficult. It is easier for me to mention ones I don't
    like. But I gave it some thought and.....

    I think the only thing I can come up with for mechanics I do like are
    games with a lot of interconnected systems.

    I am thinking of something like those old city builder games I used
    to play like Settlers 2 where if you wanted this, you have to build
    that. But if you wanted that, you needed something else as well.
    Creating efficiency with all of these systems appeals to me.

    Why it appeals to me, I can not tell you.

    I like those kinds of games too but there is a narrow band where they
    work and a lot of them don't get the balance right. And too often all
    the focus on getting it right is in the early game. So when you hit
    mid- to late-game things kind of fall apart with either way too much or
    way too little material.

    --
    I've done good in this world. Now I'm tired and just want to be a cranky
    dirty old man.

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  • From JAB@21:1/5 to Dimensional Traveler on Tue Jan 14 20:38:39 2025
    On 14/01/2025 15:39, Dimensional Traveler wrote:
      I am thinking of something like those old city builder games I used
    to play like Settlers 2 where if you wanted this, you have to build
    that. But if you wanted that, you needed something else as well.
    Creating efficiency with all of these systems appeals to me.

    Why it appeals to me, I can not tell you.

    I like those kinds of games too but there is a narrow band where they
    work and a lot of them don't get the balance right.  And too often all
    the focus on getting it right is in the early game.  So when you hit
    mid- to late-game things kind of fall apart with either way too much or
    way too little material.

    I rather liked playing Caesar and Pharaoh but both of them suffered from
    a similar problem in that later in the game there's just so much to
    juggle it starts becoming a chore. One of the things I do like about Civ
    is that it give you a range of options as to how hands on you want to
    be. The simple adding of being able to automate workers is such a good
    feature to have.

    It falls inline with I like my wargames but I only play those have a
    limited number of units at any one time so say up to around twenty or
    so. That keeps it so you have enough flexibility to employ tactics but I
    still keep focused on what I'm doing. I look at something like Gary
    Grigsby's War in the East and dread to think how long it takes to
    complete a single turn let alone a campaign.

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  • From JAB@21:1/5 to Spalls Hurgenson on Tue Jan 14 21:07:32 2025
    On 13/01/2025 21:14, Spalls Hurgenson wrote:
    So when it comes to what I like, I'm very catholic. I've played
    "Doom". I've played "Harvest Moon". I've played "Falcon 4.0" I've
    played "Civilization". I've played "Titan Quest". I've played
    "Everybody's Gone to the Rapture". I've played "Bejeweled". I've
    played "Super Meat Boy". I've played "MLB 06: The Show". I've found
    value in all of them. Heck, I've even played that free "Korea Cats" hidden-object game that was offered a few weeks ago. It's rarely the
    core mechanics themselves that I have issue with. It's the specific implementations that I dislike.

    I certainly have the genres that I gravitate to but there are also games
    I like but I'm just not sure why. Titan Quest and Subnautica fit into
    that category as they are from genres that I normally steer clear of completely.

    Then there's the likes of Talos Principle II which was a must buy for me considering TP:1 I loved and have replayed multiple times. I kinda liked
    it but it never really grabbed me in the way the first one did even
    taking into the account the novelty value was no longer there.

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  • From JAB@21:1/5 to Justisaur on Wed Jan 15 08:47:23 2025
    On 14/01/2025 15:22, Justisaur wrote:
    A well made and fun game *shrug* Mechanically I can't really define that.

    Oddly the fun is much more important than well made, as some of the
    games I love the most are are were almost unplayable bugfests.  Bethesda games, Master of Magic come to mind.

    I tend to agree, a game doesn't haven't to be polished just polished
    enough (also my view on graphics) and you can overlook flaws if the main gameplay is good. A game where I think the lack of polish did become a
    problem was Partisans 1941 a tactical stealth game. The controls were so
    janky that I kept finding myself doing something that I just didn't want
    to and dying. I might take another look at it to see if it's got any better.

    I seem to like 3rd person action or rpgs most these days.  I enjoy
    trying lots of weapons, strategies and or 'builds' and combat is pretty
    much a must.

    I still like my RPG's but since I've started playing tabletop RPG's a
    few years ago the big limitation of CRPG's has just magnified to me -
    the lack of player agency. Possibly being a GM makes it even worse as
    you get to see just how much of a session is made up and in our game
    probably about a third fits into that category.

    It's an unfair comparison really as you can't expect a PC game to just
    come up with ideas on the fly, either the dev's put it in the game or
    you don't get it.

    I prefer darker settings, but I've been surprised by a few lighter ones.
    I can't say I have a preference for that either way. I enjoyed playing
    Sunless Sea, although that is a different type of dark from the normal
    horror fest, and I also enjoyed Shadow Gambit:The Cursed Crew with its
    over the top supernatural pirates.

    If you want dark then play This War of Mine a game I like but I'm not
    sure if I would describe it as a fun experience.

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  • From Zaghadka@21:1/5 to All on Wed Jan 15 11:55:05 2025
    On Tue, 14 Jan 2025 21:07:32 +0000, in comp.sys.ibm.pc.games.action, JAB
    wrote:

    Then there's the likes of Talos Principle II which was a must buy for me >considering TP:1 I loved and have replayed multiple times. I kinda liked
    it but it never really grabbed me in the way the first one did even
    taking into the account the novelty value was no longer there.

    ...aaaaand another beam puzzle. I feel you.

    --
    Zag

    This is csipg.rpg - reality is off topic. ...G. Quinn ('08)

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  • From Zaghadka@21:1/5 to All on Wed Jan 15 11:53:09 2025
    On Mon, 13 Jan 2025 12:33:21 +0000, in comp.sys.ibm.pc.games.action, JAB
    wrote:

    Well I though about from a thread of which ones we dislike and also a
    video about do gamers know what they dislike >(https://www.youtube.com/watch?v=gCjHipuMir8). The video is a bit
    rambling but it did make a point for me that whereas I can easily name >several mechanics that I dislike, I find it that much harder for ones I
    like and the reasons are less concrete.

    So anyway I'll give it a go in no particular order.
    [snip]

    I was going to mention an engaging storyline but then thought I can't
    explain what that really means to me!

    No one can. Literally no one. Tbh, I'm not even sure that's even a
    "mechanic."

    My list, in no particular order:

    - Save anywhere, ability to savescum if the task is too difficult
    - POV/spat-viz puzzles
    - How do I get *there*?! puzzles (in both 2d or 3d)
    - Secret levels/hidden secrets/easter eggs (I love doing stupid
    sparkshine tricks in Metroid, for instance)
    - Timed tasks, such as "collect all the stars in 15 seconds"
    - Sequencing and timing puzzles, as long as it isn't to the milisecond
    - Pixel perfect jumping
    - Dash moves, combos
    - Scavenger hunts
    - Dialogue trees, especially deep ones that have imaginative options
    - Resource management
    - Multiple solutions to an objective (such as in Deus Ex)
    - Boss battles where the boss has a weakness that you can intelligently discover and exploit (not random crap like in Nintendo games)

    As a bonus, another one I hate that I forgot:

    - Weapon or armor degradation/maintenance of *any* kind. Busy work.

    This all was almost as easy as figuring out what I don't like for me,
    unlike others have reported.

    --
    Zag

    This is csipg.rpg - reality is off topic. ...G. Quinn ('08)

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  • From Zaghadka@21:1/5 to Spalls Hurgenson on Wed Jan 15 11:54:30 2025
    On Mon, 13 Jan 2025 16:14:39 -0500, in comp.sys.ibm.pc.games.action,
    Spalls Hurgenson wrote:

    Escort quests can be fun.

    No. NO! Bad Spalls, BAD! (*reaches for rolled up newspaper*)

    --
    Zag

    This is csipg.rpg - reality is off topic. ...G. Quinn ('08)

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  • From candycanearter07@21:1/5 to Spalls Hurgenson on Mon Feb 17 20:10:05 2025
    Spalls Hurgenson <spallshurgenson@gmail.com> wrote at 15:15 this Thursday (GMT):
    On Wed, 15 Jan 2025 11:54:30 -0600, Zaghadka <zaghadka@hotmail.com>
    wrote:

    On Mon, 13 Jan 2025 16:14:39 -0500, in comp.sys.ibm.pc.games.action,
    Spalls Hurgenson wrote:

    Escort quests can be fun.

    No. NO! Bad Spalls, BAD! (*reaches for rolled up newspaper*)

    I know, I know. We've all had bad experiences. But that's just because
    those escort quests are badly done.

    But if they're done well, they're fun!

    I mean, "The Last of Us" and "Enslaved: Odyssey to the West" are
    basically both extended escort quests. The 2008 "Prince of Persia"
    (which is a lot better than most people remember) is another.

    The key is to not make the escortee so fucking useless and vulnerable
    as to squeeze all the fun out of the experience. If they are
    vulnerable, don't have them rush into combat. Give them good
    pathfinding so you aren't backtracking to get them unstuck. Make it so
    the player, not the escortee, is determining the pace and direction of
    the adventure. Give the escortee something to do other than simply
    whine at the player.

    All this takes effort and creativity. But if done well, it works
    great. The NPC feels like a real companion, and not just a load that
    must be moved from point A to point B.


    Hm.. the only game where I kinda? liked escort missions was PMD, since
    you had the safety net of a billion get-out-of-jail-free revive seeds.

    In general, they're pretty terrible though. /ESPECIALLY/ if the
    checkpoints are sparse.
    --
    user <candycane> is generated from /dev/urandom

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  • From Zaghadka@21:1/5 to Spalls Hurgenson on Tue Feb 18 15:34:36 2025
    On Tue, 18 Feb 2025 11:20:27 -0500, in comp.sys.ibm.pc.games.action,
    Spalls Hurgenson wrote:

    On Mon, 17 Feb 2025 20:10:05 -0000 (UTC), candycanearter07 ><candycanearter07@candycanearter07.nomail.afraid> wrote:

    Spalls Hurgenson <spallshurgenson@gmail.com> wrote at 15:15 this Thursday (GMT):
    On Wed, 15 Jan 2025 11:54:30 -0600, Zaghadka <zaghadka@hotmail.com>
    wrote:

    On Mon, 13 Jan 2025 16:14:39 -0500, in comp.sys.ibm.pc.games.action, >>>>Spalls Hurgenson wrote:

    Escort quests can be fun.

    No. NO! Bad Spalls, BAD! (*reaches for rolled up newspaper*)

    I know, I know. We've all had bad experiences. But that's just because
    those escort quests are badly done.

    But if they're done well, they're fun!

    I mean, "The Last of Us" and "Enslaved: Odyssey to the West" are
    basically both extended escort quests. The 2008 "Prince of Persia"
    (which is a lot better than most people remember) is another.

    The key is to not make the escortee so fucking useless and vulnerable
    as to squeeze all the fun out of the experience. If they are
    vulnerable, don't have them rush into combat. Give them good
    pathfinding so you aren't backtracking to get them unstuck. Make it so
    the player, not the escortee, is determining the pace and direction of
    the adventure. Give the escortee something to do other than simply
    whine at the player.

    All this takes effort and creativity. But if done well, it works
    great. The NPC feels like a real companion, and not just a load that
    must be moved from point A to point B.


    Hm.. the only game where I kinda? liked escort missions was PMD, since
    you had the safety net of a billion get-out-of-jail-free revive seeds.

    PMD? Pokemon Mystery Dungeon? Purple Monkey Dishwasher?

    In general, they're pretty terrible though. /ESPECIALLY/ if the
    checkpoints are sparse.

    Whenever I think of bad escort missions, "Daikatana" always comes to
    mind; that was some bad AI. Worse, technically your AI partners are
    supposed to be escorting YOU, but you had to babysit them because if
    they died it was automatic mission failure. Most players just parked
    them at the start of the map, ran the gauntlets without them, and then >whistled them home once you reached the exit door. The idiots were
    worthless in a firefight but relatively clever when it came to
    pathfinding.

    After that, the various Bethesda open-world RPGs spring to mind. They
    AI wasn't nearly as worthless (if only because the developers usually
    turned on the 'immortal' flag for the escortee to keep them from an
    untimely --and usually totally avoidable-- death) but the missions
    were just TEDIOUS. The AI struggled with pathfinding, and never moved
    at a reasonable pace; they'd usually walk slower than the player,
    insisted on a very langorous pace. And then the reward for your effort
    was usually incredibly paltry; you'd escort them across half the world
    and they'd reward you with a magic sword that was less powerful than
    what you already had.

    Rule number one of an escort quest: don't be a burden to a player. And
    if you are a burden, reward the player appropriately.

    So what's a good escort quest you've played?

    I do not consider "Prince of Persia" an escort quest. The Princess can't
    die and is basically a game mechanic. It's fun to watch, but you're
    essentially both the player.

    By my definition, an escort quest is a discrete part of the game (not the entire game) where you have to bring a weaker game entity to a given
    point on the map without them dying. IOW, you have to protect them and
    they are vulnerable to death.

    Putting a crown on them does not count, in my book. That's just a busy
    work quest. If you can't lose by the escortee's death, it's not
    technically an escort quest.

    Is there any example of _that_ you've played and enjoyed?

    I can't think of any examples. Generally, because I have never played one
    where the scripting for the escortee makes any sense and/or works.

    --
    Zag

    This is csipg.rpg - reality is off topic. ...G. Quinn ('08)

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  • From candycanearter07@21:1/5 to Spalls Hurgenson on Wed Feb 19 04:10:02 2025
    Spalls Hurgenson <spallshurgenson@gmail.com> wrote at 16:20 this Tuesday (GMT):
    On Mon, 17 Feb 2025 20:10:05 -0000 (UTC), candycanearter07
    <candycanearter07@candycanearter07.nomail.afraid> wrote:

    Spalls Hurgenson <spallshurgenson@gmail.com> wrote at 15:15 this Thursday (GMT):
    On Wed, 15 Jan 2025 11:54:30 -0600, Zaghadka <zaghadka@hotmail.com>
    wrote:

    On Mon, 13 Jan 2025 16:14:39 -0500, in comp.sys.ibm.pc.games.action, >>>>Spalls Hurgenson wrote:

    Escort quests can be fun.

    No. NO! Bad Spalls, BAD! (*reaches for rolled up newspaper*)

    I know, I know. We've all had bad experiences. But that's just because
    those escort quests are badly done.

    But if they're done well, they're fun!

    I mean, "The Last of Us" and "Enslaved: Odyssey to the West" are
    basically both extended escort quests. The 2008 "Prince of Persia"
    (which is a lot better than most people remember) is another.

    The key is to not make the escortee so fucking useless and vulnerable
    as to squeeze all the fun out of the experience. If they are
    vulnerable, don't have them rush into combat. Give them good
    pathfinding so you aren't backtracking to get them unstuck. Make it so
    the player, not the escortee, is determining the pace and direction of
    the adventure. Give the escortee something to do other than simply
    whine at the player.

    All this takes effort and creativity. But if done well, it works
    great. The NPC feels like a real companion, and not just a load that
    must be moved from point A to point B.


    Hm.. the only game where I kinda? liked escort missions was PMD, since
    you had the safety net of a billion get-out-of-jail-free revive seeds.

    PMD? Pokemon Mystery Dungeon? Purple Monkey Dishwasher?
    [snip]


    Mystery Dungeon. I played all of the games* but have only beaten the DS
    games.
    --
    user <candycane> is generated from /dev/urandom

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  • From Rin Stowleigh@21:1/5 to spallshurgenson@gmail.com on Wed Feb 19 20:54:51 2025
    On Thu, 16 Jan 2025 10:15:49 -0500, Spalls Hurgenson <spallshurgenson@gmail.com> wrote:

    On Wed, 15 Jan 2025 11:54:30 -0600, Zaghadka <zaghadka@hotmail.com>
    wrote:

    On Mon, 13 Jan 2025 16:14:39 -0500, in comp.sys.ibm.pc.games.action,
    Spalls Hurgenson wrote:

    Escort quests can be fun.

    No. NO! Bad Spalls, BAD! (*reaches for rolled up newspaper*)

    I know, I know. We've all had bad experiences. But that's just because
    those escort quests are badly done.

    But if they're done well, they're fun!

    I've never been a believer in paying for it. If I get to a point I
    can't talk them into it free of charge based on good looks and charm,
    it's probably not worth the risk. I don't need herpes or what not.

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