this post was submitted on 02 Feb 2025
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[–] [email protected] 2 points 2 weeks ago (1 children)

I'm a sucker for crafting and breeding systems that allow you to customise equipment and/or characters. But it's really hard to find good implementations of the idea, most have some obvious flaw:

  • Pokémon (breeding) - in early games RNG plays too much of a role, so it's hard to get what you want. Late games don't fix this, instead they allow you to skip the process altogether (see: hyper training).
  • Niche - the breeding part of the game is actually really good, a shame that the rest of the game is a slop. For example gathering food gets a PITA once you got too many nichelings, and yet you want them to support your breeding pairs.
  • RimWorld (Biotech; germline genes) - arbitrary restrictions that must be lifted through the usage of mods.
  • RimWorld (crafting) - now we're talking. If you pay close attention to which materials you're using for which tasks, it pays off in the long run. There's some luck involved, but you can get perfect (legendary) stuff fairly often if you know what you're doing.
  • Leaf Blower Revolution (leaf crafting) - the game encourages you to craft a lot of leaves and salvage most of them. That's fine, it's easy to get cheese anyway. The problem is the sheer amount of beer that you need to get the properties that you want in each leaf.
  • Monster Breeder (old Flash game) - the game is a bugfest, and the lack of any sorting system makes you have a hard time even knowing which monster you should be breeding with which.
  • Minecraft (tools and weapons) - vanilla has a really dumb system that doesn't fit well in a game that encourages hoarding piles of materials into chests. The mod Tinkers' Construct fixes this, and makes the system next to ideal.

Plus a lot more that I didn't mention. Sorry for the wall of text.

[–] [email protected] 2 points 2 weeks ago (1 children)
[–] [email protected] 2 points 2 weeks ago* (last edited 2 weeks ago)

Yup. You can craft leaves that grant you bonuses once equipped. In a game about blowing leaves out of your screen. (One of the achievements even pokes fun at this contradiction.)

The game is weird, to say the least, but actually fun. It reminds me Anti-Idle, as there are multiple mechanics that are barely associated with each other, except on making some numbers go up; except that those mechanics revolve around leaves as a common theme.

Picture related:

[–] [email protected] 2 points 2 weeks ago

I really REALLY enjoy boss invulnerability phases.

[–] [email protected] 2 points 2 weeks ago

Builds. Build builds builds. Whether its slowly tailoring your class to a build, or roguelike unlocking items and abilities to build around each run. It's why I like things such as Diablo, PoE, Last Epoch, Binding of Isaac, Tales of Maj'Eyal, Neverwinter Nights, Baldur's Gate, etc.

Its also why I was severely disappointed with ArcheAge. And unhappy when I returned to GW2 to find my world bossing combat medic off-meta bleed Warrior pretty much useless. Used to tank boss AoEs to revive downed people using healing shouts and increased revival speed. They nerfed and removed the revival speed node from Warrior and the build lost half it's function.

[–] [email protected] 2 points 2 weeks ago* (last edited 2 weeks ago) (1 children)

Newness. I like a game that unfolds at a nice pace with moderate challenges. Games like Uncharted or Stray. I don't like doing things over and over and over, so no to roguelikes or soulsborne games.

I'm even tired of open world games for the most part unless they reveal nicely and have good fast travel like Horizon. I didn't finish the most recent GTA's even, too much backtracking. I just want to be taken to a new place and see it unfold with some interesting but solvable challenges in between.

[–] [email protected] 1 points 2 weeks ago (1 children)

Open-world is fine without fast travel (or without using it heavily, anyway) if and only if traveling to the place is actually made fun with emergent gameplay. Running around a big empty map trying to figure out what the fuck you're supposed to do isn't fun, and I feel like the AAA studios have leaned on it as a way of artificially inflating the amount of time people spend in the game so they feel like they got their money's worth.

[–] [email protected] 1 points 2 weeks ago

If I can't stand it in RDR/RDR2 or GTA among many others, I don't think it's something for me. I'm perfectly fine with going down a path with a few side paths to explore. Open worlds have gotten too pervasive and too big.

[–] [email protected] 2 points 2 weeks ago

I'm not sure if this counts as gameplay mechanics or rather narrative structure, but games like Outer Wilds, Fez, Tunic, where the exploration and discovery of the game is the end goal of playing the game, not just getting to the game's end state.

I'm not sure if there's an accepted term for these games, but I've always thought of them as "archaeology" games. There's a bunch of stuff, both plot and gameplay, that is hidden (sometimes in plain sight), until you discover it and find out what meaning it carries.

[–] [email protected] 1 points 2 weeks ago

I've very rarely disliked "prepping". For example building boss arenas in Terraria or setting up my equipment for a hunt in Monster Hunter or learning about the monsters in Witcher 3. Anything that lets me prepare for future encounters is a system I enjoy, even if it's only superficial.

I hate it only when it's turned into somekind of a survival element that exists solely for the purpose of resource management. For example I hated hunger and water in Subnautica. From a certain point forward those two things become just mindless busywork because when you plant it in your base it just grows and whenever you need to fill up you just go to your base and eat and drink and there's no upside nor a real downside to those two mechanics.

[–] [email protected] 1 points 2 weeks ago (1 children)

I really like the resource/inventory systems of survival horror games. Often they can force interesting decisions as long as your current state doesn’t starve you of options.

  • I can’t pick up shit! Well, I’m not using these three things so maybe I should box them. Or, I could use up some ammo on nearby enemies.
  • I’m low on healing items! But I have a lot of ammo. Maybe I could stop conserving nuke launcher rounds to trivialize the next few rooms of giant zombies; try a bit more of this other weapon I don’t use much and stow my normal pistol.
  • I’m low on ammo! But, I’ve been saving a hundred healing items. Maybe I can practice tanking past enemies and see just how much it will affect me.
  • I’m okay on ammo but these enemies keep coming. But…I think if I make it to this area, it will give me a stationary healing spot. So I’ll just conserve ammo and take hits on the way.
  • I’ve been poisoned! But there’s gonna be a bunch of other poisonous enemies before I get through this area. Maybe I can ignore it until I’m through.

I think I’d even like to find more games that focus on that sort of item management without being so horror-focused; helping you feel excited for saving an inventory spot or prioritizing the right things. It’s especially cool when you’re finding ways to shift risk in the right directions based on what you can afford losing. Example in Back 4 Blood: There are tools/resources that retain/add more “possible downs” for a survivor, which may mean you can put off healing for a long time and keep picking each other off the floor. One game has a death prevention item that you can only hold one of; so you’re encouraged to “get killed” before you find another one.

[–] [email protected] 1 points 2 weeks ago

On the flip side, don’t do inventory management in action games! Looking at you Horizon Zero Dawn!

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