Game Mechanics That Should Be Used More Often

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    In my case, the world definitely would need more games utilising the CTB battle system used in FFX and improve upon the formula.
     
    I really, really miss ATB/CTB systems. So much. Nowadays it just feels like the CPU is playing half of the game for you since it controls your party, or in FFXIII's case, your own actions based on a pool of actions you'd kind of like to do.

    I was saying in another thread, that I'd love seeing Legend of Dragoon's Addition system put in an ATB-type of combat (or CTB while we're here). It's more active and it requires timing, kinda like Xenogear but less combo-y? Actually, Xenogear was something I enjoyed too, and I wouldn't mind seeing that fight system some more. (And yes, I tried Xenosaga. Fights were great, between the countless hours of FMVs and dialogues.)

    And here's another one: Atelier Iris - Eternal Mana's Alchemy system, and everything surrounding it. I loved that game. Never got to beat it, but it's something I'd like seeing. Maybe upgraded a bit for slightly less "hunting down elements".
     
    = Limb Specific damage system. I'm pretty sure there are a couple of games across different genres that utilize this mechanic and i like it. Its really nice to have that feeling of tactical brilliance when you are able to take down players or mobs by not just simply shooting them with your crosshairs but also targeting specific parts of their body.

    = Also, QTE Executions or Finishers. I can't have enough of them. I want to see Cloud in the FF7 Remake rip someone's spine off with his bare hands while choking said enemy to death with his intestines.

    = In RPGs, i just want to see more crafting of materials and such. If there's one thing that i love in playing loot based games such as ARPGs is the collection of various mats and other junk that can be turned into stuff that i can sell, stuff that i can use to enhance my killing sprees, or stuff i can spend hours in a forge or crafting bench and see what i can come up with.

    = in fact, more than half of the features that I often see in ARPGs such as loot, various inventory slots for your character(s), champion or blue packs (or to some, 'magic' monsters), as well as 'rare' monsters, to name a few should be used in some JRPGs. It would really help make different playthroughs feel more varied or at least be enjoyable.
     
    In open world games I've always wanted a more permanent notoriety system. Just leaving the area and having all the guards forget about you when you return always feels dumb.
    It could be outfit-based too, so you'd have to change up your outfit often to avoid detection.
     
    A couple game mechanics I'd like to see more of is in-depth modular customization of character equipment, like the Materia in Final Fantasy VII, or more specifically, the Alpha/Omega Mod System from Ratchet: Deadlocked, and weapon durability, like in Dark Cloud or Dark Chronicle. Give weapons certain expandable slots that can take items that modify the performance and abilities of said weapons, so that players can modify their weapons to their playstyle.
     
    in fact, more than half of the features that I often see in ARPGs such as loot, various inventory slots for your character(s), champion or blue packs (or to some, 'magic' monsters), as well as 'rare' monsters, to name a few should be used in some JRPGs. It would really help make different playthroughs feel more varied or at least be enjoyable.
    You sure you aren't talking about CRPGs? Or Western RPGs? Because the things you're describing aren't exactly common among ARPGs specifically.

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    The Nemesis system from Shadows of Mordor. That system is malleable as hell and has so much potential. Too much, even. It's really a wonder that no one's done it before (the Warriors series, specifically, seems like it would have done something like this in the past). And the beautiful thing about it is that its effectiveness isn't dependent on it being the focus of the game. It could be just another mechanic among many in a game that ultimately still does a lot to make the game feel more alive and generic (or even named) enemies feel more 3 dimensional. It's a great idea that NEEDS to be used again.
     
    You sure you aren't talking about CRPGs? Or Western RPGs? Because the things you're describing aren't exactly common among ARPGs specifically.

    I meant to say Action RPGs not Alternate Reality Games :P

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    moving on:

    - Friendship and Support (FE Awakening). Possibly one of my favorite features to be put on in any game, and FE Awakening's mechanic is something that i enjoyed. If only X-Com had this feature...
     
    I think video games need more jumping. I know that sounds dumb, but hear me out. There's a lot of games where you spend the entire time locked to the ground. Look at Gears of War for example. You can saw mutants in half, bash their brains in, lob grenades into sinkholes, but run across some rubble in your path and oh no you can't climb over it! A game you can't jump in is like... well a life you can't jump in.
     
    A couple game mechanics I'd like to see more of is in-depth modular customization of character equipment, like the Materia in Final Fantasy VII, or more specifically, the Alpha/Omega Mod System from Ratchet: Deadlocked, and weapon durability, like in Dark Cloud or Dark Chronicle. Give weapons certain expandable slots that can take items that modify the performance and abilities of said weapons, so that players can modify their weapons to their playstyle.

    Yes, that's certainly a mechanic that would be fun to experiment with.

    As for me, time trials in platformers. Enough said.
     
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