I do enjoy game mechanics that interact in emergent ways that weren’t fully planned out by the developer in games like Dwarf Fortress.
Roguelikes with the potential for broken builds.
Sometimes you find the perfect combo on your run and become an unstoppable force, but it doesn’t ruin the game because you finish your god-like run and next run you try to find another overpowered build.I like most game mechanics to some extent. Creativity in combining game mechanics is key to making an outstanding game imo.
However, I don’t like things that force a time limit. I play games as an escape. I don’t like feeling stressed by a clock while I’m off the clock. These can be literal timed missions or things like a food/water meter. Escort missions also suck for similar reasons.
I think difficulty in a game should come from overcoming a foe, traversing harsh terrain, or solving a puzzle. If the game is hard because I have to stop what I’m doing to feed myself, or I have to rush to complete an objective on a timer, it just becomes work.
Same deal with making shit absurdly difficult and relying on trying over and over until you manage to do the correct timing/sequence/whatever 28934928x in a row. Games like Dark Souls or Cuphead intrigue me, but I will never ever play them again because I have shit to do in real life. Also, fuck any single player game that doesn’t have cheat codes.
Peaceful exploration
Save anywhere
I like systems that allow for outrageous combos, whether unintentionally or by design. Roguelikes and roguelites usually have them, but it’s almost entirely luck based. Dynasty Warriors 8 allows for plenty of OP combos if you manage the right weapon attributes. Skyrim and its
broken as fuckperfectly balanced enchanting + alchemy (or Morrowind’s even more perfectly balanced permanent fortify attribute magic)Once you wrap your head around it, Rimworld is great for stuff like that. Once you start thinking outside the lines you can perform the most outrageous war crimes for literally no reason other than your own entertainment.
Like, if an enemy sends a raiding party you can nuke half the map with nerve gas to kill them, then skin them, eat them to keep the colony growing, then load all their skins into a pod and fire it back into the enemy base. The game doesn’t encourage you to do stuff like that, but it also doesn’t stop you lol.
Or you can use the skins to make hats and trench-coats.
I’ve had plenty of experience with Dwarf Fortress, but never managed to fully weaponize magma before the FPS death killed my fortress. Using bridges to atom smash raids was always funny as hell.
I know Rimworld is a lot more expansive in some areas but, much like Factorio, is a game I’m avoiding because I don’t need yet another addiction 😅
All the stuff mentioned here with jiggle physics
Alright, I’d rather hide this under a similarly cringey top comment, but: Clothing damage. I think it gets a pass sometimes when applied in a gender neutral way, but a lot of games now avoid it for fear of international censorship rules (and, it generates an ick factor for players that are not similarly cringey as I am)
DayZ nails this quite well
I’m not that excited by deep skill trees or crafting or inventory management, lately i enjoy good movement, music, exploration, and story.
The movement in destiny 2 felt really good, similar games have it where you get momentum, dives, floating with warlock, etc. I think Titanfall 2 and borderlands 3 zane had similar really good feeling movement.
The exploration in pre planes EverQuest was great, fast travel limited to certain classes and levels, risky but faster travel routes in kunark, groups in overworld and dungeon areas, dangerous places to get to with high reward for the risk. Elder scrolls, dark souls/elden ring, and Zelda breath of the wild had similar feelings for me.
I don’t know the name of it, but I really enjoy the sort of gameplay where you roll up to an enemy compound or something, and then you just sort of chip away at it and cause chaos until it all falls apart.
The sort of thing you’d do in Farcry, where you’d snipe some dudes, plant traps, shoot the tiger cage so the tiger would get out and eat people etc.
Wildlands was also great for this kind of stuff
Enemy ai that’s not stupid
Games with high mobility mechanics like titanfall, echo point nova, doom eternal, destiny 2 strand hunters.
Let’s not leave Mirror’s Edge off of this list.
All great games, you missed Xonotic tho :P
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.
I really like Zelda and Ys style ARPGs. Specifically, rare and impactful loot, and little reliance on skill levels, but rather skill aquisition. Both approach it very differently, and later Ys games fall into more traditional RPG mechanics (e.g. farm money/exp, buy gear, etc), so I’m more talking about Ys 1, 2, and Origin, as well as pre-BOTW Zelda games.
Basically, I love this gameplay loop:
- Enter dungeon/level and fight baddies
- Find important item/ability
- Use important item/ability to defeat monsters
- Fight boss, using a mix of important item and learning movesets
- Repeat 1-4 several times, with plot mixed in
- Fight final boss using a mix of everything acquired
Ys and Zelda do this in very different ways, and I absolutely love the level cap in Ys 1 to enforce playing smarter instead of grinding. You can never really get OP, even if you try (except Ys 2, which I don’t like much).
Unfortunately, “ARPG” has been twisted to mean Diablo-like, which is heavy on loot and ability trees instead of puzzles and exploration, and future Ys games go that direction as well.
This isn’t really specific to mechanics or systems, but I’ll like pretty much any mechanic or system that lends itself well to that gameplay loop.
You know what I miss? The Ultimate Alliance games from the PS2 era. Isometric view. Build a four-person team of Marvel characters. Some team combinations grant group buffs, like having all four members of the Fantastic Four will increase your XP gain. Equip your characters. Pick from an array of comic canon costumes, each with their own abilities. Some combinations of equipment or costumes will also grant bonuses like having everyone wear their Age of Apocalypse costume.
The whole thing is an action RPG where you play through some big comic book crisis. Lots of opportunity for villain and hero interaction. Cool cinematics.
It’s a rock-solid platform, but I don’t feel like I see it used nearly enough. I remember playing an Ultimate Alliance on 360 and it just wasn’t as good; smaller roster, fewer costumes, less interesting in general, despite the better graphics.
I vaguely recall hearing something about one on the Switch and that Midnight Sons was a bit similar… but then again I don’t recall hearing much else about those games except for their existence, so they can’t have done very well.
Haven’t gotten back around to the Ultimate Alliance games yet, but I recently picked up the XMen Legends games that preceed them on the OG Xbox.
Still quite a bit of fun.
I actually found and picked up Midnight Sons when I was looking on the PS store to see if those games had been ported.
I love Midnight Sons. It’s very similar in a lot of ways but the gameplay is quite different. I’m told it’s like XCom games by the same company, but I’ve never played that.
Interacting with your team back at base is definitely bigger than in XMen legends, and for some gamers it was too much… a bit of ‘friendship simulator’ to it to increase team chemistry etc.
The gameplay is card based. I recommend looking up a video if curious. It’s not for everyone, but those who love it really love it. Count me as one of them.
The controls for the Skate games, especially 3, are great.
It’s easier to say what I don’t like. Open worlds and crafting mechanics, they are just so boring
I love open worlds. I hate crafting. Just let me buy what I need; it feels more immersive to me. Same with games like the Assassin’s Creed series - there’s no way some fake Irish pirate is making leather holsters in his ships bedroom out of rabbit hide and bearskins.