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Compelling mechanics or design choices in games that were never replicated

ScOULaris

Member
Videogames have always been and will continue to be very iterative by nature, and the drought of new ideas seems to only be worsening as risk-averse publishers pump tens of millions of dollars into yearly sequels and reboots. Even some of the best AAA games in recent years (TLoU comes to mind) are largely comprised of an amalgam of already established gameplay mechanics and design tropes. Indies are more of a hotbed for experimentation right now, but even they are no strangers to excessive iteration on old ideas. Nostalgia runs through the veins of the indie community, and the vast majority of projects that come out of the indie scene are attempting to emulate older experiences. True innovation in game design becomes more difficult as time goes on, and when a successful new idea or approach does manage to emerge it is typically copied or re-worked in successive games from other developers.

But this thread is about novel game mechanics or design choices that were never really emulated or expanded upon elsewhere. For the most part, game publishers tend to only greenlight copycat projects when the originator is highly successful in terms of sales. For that reason, it's possible to have games that utilize new, exciting gameplay ideas but fail to garner enough sales to spawn copycats within their given genre. Sometimes a new gameplay mechanic is patented early on to prevent other developers from aping it. Other times the new idea is simply too specialized to its originator that it's hard to implement elsewhere without being a blatant copy. There are a few scenarios in which these compelling, new gameplay elements find themselves exclusive to their games of origin, and I'd like to examine as many as we can think of in this thread.

I'll start us off with a few examples that immediately come to mind:

Vanquish - Sliding-boost Mechanic

Vanquish+04.jpg


Here's an example of a beautifully executed gameplay mechanic around which its parent game was designed, and the main reason we'll never see it again is because Vanquish didn't sell enough to get a sequel. While it would be possible for another developer to try and implement something reminiscent of the sliding-boost mechanic, it's just very unlikely given the game's modest sales and how deeply ingrained the slide-boost is within the core design of Vanquish. It's rare that you see a AAA game designed around one fun, dynamic game mechanic anymore, and anyone who has played Vanquish will tell you that they absolutely nailed it with the slide-boost. It's fast, fluid, fun, and has enough flexibility to allow for mastery. Watch some Japanese challenge mode/time attack videos if you want to see the kind of feats that can all stem from this one mechanic.


Red Faction: Guerrilla - GeoMod 2.0 Destruction Engine

RFG_AussieShots09.jpg


While Guerrilla did receive a sequel that also utilized GeoMod 2.0, it was far better implemented the first time around in large, open-world environments. Simply put, the destruction engine in Guerrilla has yet to be topped to this very day. Buildings within the game had to be structurally sound according to the physics engine or else they'd collapse in on themselves, requiring the designers to develop a competent understanding of architectural principals in order to design the game's structures. GeoMod 2.0 is more than just a pretty effect, however. The dynamic nature of the destruction in Guerrilla allows the player to tackle situations in a myriad of ways. If a mission tells you to take out some guy huddled away in a bunker somewhere, you have dozens of options. You could sneak up on the building and punch a hole right through the outside wall with your hammer and run in to assassinate him. You could fire rockets at the supports of the building to take the whole thing down with the target inside. You could attack dozens of sticky explosives to a giant garbage truck, get it up to speed going toward the building, jump out, let it careen through the wall into the center of the structure, and then detonate the truck along with everyone around it. GeoMod 2.0 made even simple objectives or skirmishes fun because it made them dynamic and exciting. I'd kill to see an updated GeoMod make its debut in a new game on the PS4/Xbox One.


Mark of Kri - Right-stick Target Locking

mark-of-kri_1475042c.jpg


Here's an example of a mechanic that was never copied because it legally couldn't have been. Sony patented the right-stick targeting method before the release of Mark of Kri, which meant it would only see the light of day one more time in its underwhelming sequel Rise of the Kasai. It's really a shame because this was one of the better systems for dealing with multiple opponents at once for its time. While it could feel a little clunky at times, having a dedicated button for each enemy around you that attacked regardless of their position relative to you was pretty great. Combine that with time-sensitive button-press combos, excellent animation, and finishing moves that caused the other nearby enemies to take pause for fear that they might be next and you've got a recipe for a very engaging, brutal combat system. In a way, I'd liken the Arkham games' combat to a sort of modern, streamlined reinterpretation of what was started with Mark of Kri.


Shadow of the Colossus - Deformable Collision on Giant Enemies

SOTC8.jpg


Shadow of the Colossus is one of those games that is often cited as an inspiration but never truly imitated. If I had to guess as to why, I'd have to say that it's probably just too damn hard to imitate! It took Team Ico (an admittedly small team) over four years to design this game, and a big part of that struggle was nailing down the implementation of deformable collision on the Colossi. SotC lives and dies on the thrill of climbing atop these large, sentient beasts and feeling like a small insect who struggles to keep its balance as they move their enormous weight around. The fact that these huge, detailed Colossus models featured fur shading, self-shadowing, and this deformable collision detection on the PS2 is still astounding to me. Even if the framerate dipped too often on the original PS2 version, the game was still marvel from a presentation, physics, and gameplay standpoint. The physics computation that was implemented alongside the deformable collision detection allowed for some awesome shortcuts that would be utilized by speedrunners worldwide. Check out this amazing jump on Colossus #3, for example. The closest thing I've seen to a game mimicking this feature would have to be Dragon's Dogma, which allows the player to grab onto and climb some of the larger enemies in the game. It's nowhere near as robust as what we got in SotC, but it's by far the closest analog I can think of.
 

Ascenion

Member
Possibly the right stick combat in Too Human? Not saying it was good, but it could've had potential in possible sequels.
 

Savitar

Member
I always liked Parasite Eve's battle system in the first game.

Never saw that kind of system used again anywhere else.
 

GooeyHeat

Member
It's not a mechanic that could really be advanced, but I'm still pissed that there has never been a game with Earthbound's auto-win system again.

Basically, if you were so much stronger than regular enemies that you would be able to effortlessly curbstomp them in one turn, then the battle doesn't even start. Instead, you run into their overworld sprite, there is a quick flash on screen, and then "YOU WIN!" and you get experience and items.

It sounds cheap, sure, but in so many JRPG's if you're exploring an earlier area, it can end up quicker to run away instead of beating down these weaklings. The experience amount is so insignificant for a higher-leveled party that you might as well get it.

Even MOTHER 3 didn't have this; you could knock weak enemies out of the way if you were strong enough, but you didn't get experience or items.
 

Gekidami

Banned
Red Faction, the very first one. Destruction anywhere, the ability to dig holes with explosions. I don't think any game has had destruction like it since. Not even it's direct sequel.
 

Wynnebeck

Banned
Beyond Good and Evil's photography of Hyllian's fauna and flora for a collection and money. Still one of the most unique side quests to come out of that game.
 
Not the exact same, nor to the same extend, but first person games with parkour are not rare. Brink, Crysis 2 and 3, and Titanfall have some. (but is more like each of these games took just a couple of pieces, but none have them all)

I meant it more like exclusively parkour. Of course, Mirror's Edge had combat aspects to it, but the core gameplay was focused on movement and speed. Brink, Crysis, and Titanfall are, first and foremost, shooters.
 

ScOULaris

Member
I'm sorry OP. I don't get what deformable collision is supposed to mean...
It means that the collision layer that is wrapped around the Colossi models changes as they move, thus impacting Wander's balance and ability to stand or grip depending on where he is on their bodies. It's actually much more impressive than it sounds, especially for its time.

The Colossi were the "levels," so to speak, but they were alive. So this deformable collision was necessary to allow for the main character to believably traverse them as they moved and shifted around.
 
Awesome topic!...Bookmarked!

I don't know if it should be considered "gameplay mechanic" or Level Design but Portals

tumblr_m7uqwnxVNE1ra0pd7o1_500.gif


with the original Portal and the Portal Gun where you would create portals in order to reach higher areas, solving puzzles, gaining boost through endless loops, throwing objects inside the portals in order to transfer them elsewhere etc.

It was really refreshening to see a "First Person Puzzle" game back then.
The other game that used them (but passively) was Prey...ow well :S
 

nynt9

Member
Awesome topic!...Bookmarked!

I don't know if it should be considered "gameplay mechanic" or Level Design but Portals

with the original Portal and the Portal Gun where you would create portals in order to reach higher areas, solving puzzles, gaining boost through endless loops, throwing objects inside the portals in order to transfer them elsewhere etc.

It was really refreshening to see a "First Person Puzzle" game back then.
The other that used them (but passively) was Prey...ow well :S

You might want to look into Gateways for the portal thing

https://www.youtube.com/watch?v=OZqZTTJ9CzY

As for first person abstract puzzles, Antichamber

https://www.youtube.com/watch?v=aGsnm2nOnso
 
Smash Bros.

No one's managed to replicate it well enough, and it pains me because it's never going to reach it's potential as both a casual and skillful fighter.
 

CLaddyOnFire

Neo Member
I always liked Parasite Eve's battle system in the first game.

Never saw that kind of system used again anywhere else.

Came here to say this and I love that it was already said. By far one of the most interesting RPG battle systems I've ever played. Other games have kinda tried to do something similar, but not to the effect of PE. I love RPGs for the story, characters, setting, and what have you, but if you can give me an RPG with a deep story PLUS an engaging battle system? YES PLEASE.

In a similar vein (although definitely reproduced in other games), the weapon upgrade system of Parasite Eve was extremely well done and intuitive.
 
Awesome topic!...Bookmarked!

I don't know if it should be considered "gameplay mechanic" or Level Design but Portals

with the original Portal and the Portal Gun where you would create portals in order to reach higher areas, solving puzzles, gaining boost through endless loops, throwing objects inside the portals in order to transfer them elsewhere etc.

It was really refreshening to see a "First Person Puzzle" game back then.
The other game that used them (but passively) was Prey...ow well :S

Considering Narbacular Drop did it first...

https://www.youtube.com/watch?v=5CabdPVthqw
 

ScOULaris

Member
Came here to say this and I love that it was already said. By far one of the most interesting RPG battle systems I've ever played. Other games have kinda tried to do something similar, but not to the effect of PE. I love RPGs for the story, characters, setting, and what have you, but if you can give me an RPG with a deep story PLUS an engaging battle system? YES PLEASE.

In a similar vein (although definitely reproduced in other games), the weapon upgrade system of Parasite Eve was extremely well done and intuitive.
Vagrant Story's combat reminded me of Parasite Eve. Had deep combat with an engaging story too.
 

Bucca

Fools are always so certain of themselves, but wiser men so full of doubts.
Assassin's Creed IV's ship gameplay was the absolute most fun part of the game.


Roaming the large open world sea looking for ships to attack and plunder was a blast, not to mention all the upgrading you could do to the actual ship itself.

And after doing enough damage to an enemy ship, being able to seamlessly board it and jump from one ship to the other, taking out the enemies, felt so badass and also felt like a particularly good example of having "cinematic" gameplay while not taking control away from the player.
 

ScOULaris

Member
Beyond Good and Evil's photography of Hyllian's fauna and flora for a collection and money. Still one of the most unique side quests to come out of that game.
Not exactly a mechanic, but BG&E's text entry method with the infinite spiral of letters and numbers was awesome and never replicated either.
 

Son of Zardoz

Neo Member
I don't play many sports games these days but I used to and seem to remember Sega, Dreamcast era I believe, 2k baseball games had a mechanic where the batter held the trigger in constantly while batting and released it to swing. It made it much easier to check your swing and felt like you could react faster.
 
X-Men Origins Wolverine: Internal organs exposed/Rapid healing factor recovery.

Battlefield 3/4: Suppression mechanic. Very effective in BF3, and toned down quite a bit for BF4. Still haven't seen it implemented in other FPSs.
 

Capra

Member
The rolling HP meter from Earthbound and Mother 3. It wasn't earth-shattering, but it helped spice up the otherwise bland Dragon Quest-ripoff combat system of the second and, together with the musical-combo system, made 3's combat really compelling.
 
The BLiTZ (Battle of Live Tactical Zones) combat system in Valkyria Chronicles. Part real-time, part strategic, it's the best sRPG battle system I've ever seen and I've always been dumbfounded that it didn't get more imitators. Project Steam seems to be the first game to catch on. It's taken 6 years, people!
 

IKizzLE

Member
Battlefield Modern Combat for ps2.

In game clan support with full clan leaderboard and servers specifically made for clan matches that would automatically record your score and update the leaderboard.

Everything went casual since then.
 
The BLiTZ (Battle of Live Tactical Zones) combat system in Valkyria Chronicles. Part real-time, part strategic, it's the best sRPG battle system I've ever seen and I've always been dumbfounded that it didn't get more imitators. Project Steam seems to be the first game to catch on. It's taken 6 years, people!

Yeah, this! Also, it surprises me that it took until this year's 'Child Of Light' for someone to rip off the battle system from the Grandia games. More JRPGS should use it
 

RoboPlato

I'd be in the dick
Possibly the right stick combat in Too Human? Not saying it was good, but it could've had potential in possible sequels.
This was actually a trend for a while. Several games had it. I think there was a Bruce Lee game on the original Xbox that used it. I always thought it felt terrible.
 

Karl Hawk

Banned
Assassin's Creed IV's ship gameplay was the absolute most fun part of the game.



Roaming the large open world sea looking for ships to attack and plunder was a blast, not to mention all the upgrading you could do to the actual ship itself.

And after doing enough damage to an enemy ship, being able to seamlessly board it and jump from one ship to the other, taking out the enemies, felt so badass and also felt like a particularly good example of having "cinematic" gameplay while not taking control away from the player.

Assassin's Creed IV's ship gameplay makes me wish for a sci-fi game where you can roam the galaxy with your own spaceship, then attack and plunder other spaceships as well similar to the way AC IV's ship gameplay is designed.
 
Kohan's resource management. Most RTS games at the time followed the starcraft model of workers collecting resources. Kohan you made settlements that you could build buildings in that provided the resources.

ss_70c67a6a1e418e13d3ec6e249f3eaa642170b3ee.1920x1080.jpg


All those pictures at the bottom were buildings that you created over time. The whole game was about territory control because you could only heal in your territory. Plus when you built a unit, they had to heal up to full strength.

This allowed the game to be all about unit and building placement. You didn't need to worry about controlling resources with a horde of workers.
 

LGom09

Member
I was going to say the Morph Ball from Metroid because it would be too obviously a copy, but then I remembered the chicken from Guacamelee which is basically identical mechanically. So, I'll say the Morph Ball from Metroid Prime. Also, has anyone done first person swinging similar to the grappling hook in Prime? It's amazing how well it works and how good it feels.
 

JulianImp

Member
I'd say Metroid Zero Mission, and I think Super Metroid as well, were remarkable due to how the levels were designed to allow players to get through some areas even without the equipment they'd normally have at the time, which probably took lots of playtesting and/or planning ahead. Contrast with the Prime series, where sequence breaks are often done due to physics or event flag exploits, and open-world games, which are non-linear right from the start.

Also, there's Eternal Darkness' sanity system, which makes the player experience unsettling or downright bizzare events when your character begins going crazy from too much exposure to lovecraftian entities, such as seeing grisly and twisted versions of paintings, or the game pretending to lower your TV's volume or deleting your save. I've heard it was patented by Nintendo or something along those lines, though, so I guess it makes sense that nobody has used it since.
 

ScOULaris

Member
The rolling HP meter from Earthbound and Mother 3. It wasn't earth-shattering, but it helped spice up the otherwise bland Dragon Quest-ripoff combat system of the second and, together with the musical-combo system, made 3's combat really compelling.

Yes, this is a great one. Trying to recover from a strong attack before your HP hits zero adds a nice layer of tension that you don't get in other turn-based RPG's of this ilk. I loved it, and I agree that it really needs to be implemented elsewhere.
 

Silky

Banned
Here's an example of a beautifully executed gameplay mechanic around which its parent game was designed, and the main reason we'll never see it again is because Vanquish didn't sell enough to get a sequel. While it would be possible for another developer to try and implement something reminiscent of the sliding-boost mechanic, it's just very unlikely given the game's modest sales and how deeply ingrained the slide-boost is within the core design of Vanquish. It's rare that you see a AAA game designed around one fun, dynamic game mechanic anymore, and anyone who has played Vanquish will tell you that they absolutely nailed it with the slide-boost. It's fast, fluid, fun, and has enough flexibility to allow for mastery. Watch some Japanese challenge mode/time attack videos if you want to see the kind of feats that can all stem from this one mechanic.

Bulletstorm's sliding was much better than Vanquish's Slide-Boosting.
 
Awesome topic!...Bookmarked!

I don't know if it should be considered "gameplay mechanic" or Level Design but Portals

tumblr_m7uqwnxVNE1ra0pd7o1_500.gif


with the original Portal and the Portal Gun where you would create portals in order to reach higher areas, solving puzzles, gaining boost through endless loops, throwing objects inside the portals in order to transfer them elsewhere etc.

It was really refreshing to see a "First Person Puzzle" game back then.
The other game that used them (but passively) was Prey...ow well :S

Doesn't even have to be limited at portals.

This game got me thinking about how space and time and physics in general could be completely altered in real time and it blew my mind. Sadly, very few games challenged the potential.
 
I wish more games used what I like to call "berserker health", where you get health back from killing enemies.
Space Marine did that, and Duke Nukem Forever was originally going to.
Revengeance also did it, and it was awesome.

It encourages you to go balls deep instead of hanging back behind cover popping shots
 
The extensive branching in Alpha Protocol's story was on a completely different level compared to other games with choices (or "choices"). No other game's narrative forks felt nearly as impactful or compelling, and having a very short time limit on picking dialogue choices made it even more intense.

To this day, one of the most mindblowing things in gaming for me involved that game. In my playthrough, there was what seemed like a minor character in the tutorial section who was never seen nor mentioned again; in a friend's playthrough, that character was the final boss. Absolutely bonkers.

Shame about the non-story gameplay, though, since it held back what could have easily been game of the generation material for me.
 
Awesome topic!...Bookmarked!

I don't know if it should be considered "gameplay mechanic" or Level Design but Portals

tumblr_m7uqwnxVNE1ra0pd7o1_500.gif


with the original Portal and the Portal Gun where you would create portals in order to reach higher areas, solving puzzles, gaining boost through endless loops, throwing objects inside the portals in order to transfer them elsewhere etc.

It was really refreshening to see a "First Person Puzzle" game back then.
The other game that used them (but passively) was Prey...ow well :S

The original Darksiders copied this outright for the last dungeon area of the game. That said, they thought up some great puzzles and mechanisms for it that I don't recall seeing in either Portal game.
 

Timeaisis

Member
Smash Bros. thread?

I don't think people realize that Smash has the most refreshing and creative fighting game mechanics ever, but no series has been able to replicate the "party fighter" as well as it has.

The whole increasing percentage as a meter of how likely you are to fly (and by extension, die) is subtle, but brilliant. I'm frankly surprised it hasn't been adapted to other games, like RPGs.
 

LGom09

Member
The extensive branching in Alpha Protocol's story was on a completely different level compared to other games with choices (or "choices"). No other game's narrative forks felt nearly as impactful or compelling, and having a very short time limit on picking dialogue choices made it even more intense.

To this day, one of the most mindblowing things in gaming for me involved that game. In my playthrough, there was what seemed like a minor character in the tutorial section who was never seen nor mentioned again; in a friend's playthrough, that character was the final boss. Absolutely bonkers.

Shame about the non-story gameplay, though, since it held back what could have easily been game of the generation material for me.
Holy shit! I played this game for a couple hours and one thing I noticed was you could change the main character's personality on a dime and NPCs wouldn't really react. Did the story wrap up satisfyingly for you?
 
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