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Not an asshole.
(06-30-2012, 07:07 AM)
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Games with detailed mechanics?
#1
I've been playing the freeware version of Spelunky lately, in anticipation of the XBLA release. I was thinking about this bit from Jon Blow from the Spelunky article on The Verge:
Originally Posted by The Verge:
Another game that fits this bill recently is Receiver with the way it adds a lot of detail to the gun mechanics and enemy damage systems. However, Receiver feels more like the potential of a great game because it's more of a simple prototype. What are some other games that fit this bill? This is rapidly becoming one of the main things I look for in games.
Last edited by Kodiak; 06-30-2012 at 07:11 AM.
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Member
(06-30-2012, 07:20 AM)
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#5
Emergent Gameplay is still one of the coolest concepts ever in a game. The roguelike nature of games like NetHack and Spelunky, the interactions of games like Thief, System Shock, and Deus Ex, and the crazy combos, sequence breaking, and secrets of games like Bayonetta and Super Metroid.
It's just so awesome when you as a player can do something totally crazy that the developer just didn't intend to do at all. |
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baby dolphin -> sun
it's the only way (06-30-2012, 07:33 AM)
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#6
I still think Metal Gear 2 and 3 did a really good job of having some deep mechanics and intricacies that you could go the entire game without ever using. While not "deep", Viewtiful Joe always seemed to have a little more to it's mechanics than it's appearance would lead you to believe as well.
Also, dat Dark Souls. |
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Member
(06-30-2012, 07:35 AM)
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#7
When it comes to the whole "emergence" thing, any sufficiently complex game will include possibilities unforeseen by its developers, from Civilization to Street Fighter to Gradius. And when it comes to having "detailed mechanics", there are countless games that have them. A lot of posters could simply list their favorite games in here and you'd get plenty of fitting choices.
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Member
(06-30-2012, 07:37 AM)
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#8
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baby dolphin -> sun
it's the only way (06-30-2012, 07:40 AM)
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#10
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Member
(06-30-2012, 07:48 AM)
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#11
This is Harvey Smith said about emergent gameplay:
Quote:
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Member
(06-30-2012, 07:49 AM)
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#12
Not to sound like a dick, but I'm not sure what Blow is really talking about here and it comes off as needlessly exclusionary in order to make a non-existence point for a fellow indie. Isn't he just talking about complicated games? Given that, I don't have a clue what the connection between Spelunky and Thief or System Shock is. Spelunky doesn't seem particularly complicated.
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Member
(06-30-2012, 08:01 AM)
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#13
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Member
(06-30-2012, 08:11 AM)
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#15
Rocket: Robot on Wheels on the N64 had a very cool physics-based gameplay where you could interact with many different objects in a "realistic" way.
The Scribblenauts games are also very impressive when it comes to how objects interact. Not perfect in any way, but still impressive. And it gets better with every game in the series. |
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Member
(06-30-2012, 08:12 AM)
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#17
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Member
(06-30-2012, 08:15 AM)
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#19
Oh, man. A nightmare indeed. The [optional] tutorial was so damn long. You'd be screwed without it, too; and by the time you finish reading it, you'll probably have already forgotten the earlier entries.
Nice music and art, though. But the gameplay... goddamn. So complex--and not in a good way. |
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Member
(06-30-2012, 08:19 AM)
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#22
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Member
(06-30-2012, 08:23 AM)
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#24
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Junior Member
(06-30-2012, 08:42 AM)
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#27
Lots of good examples, emergent gameplay is definitely one of the trickiest things to implement. Just Cause 2 did a pretty good job letting you experiment with different things (if you ignore the mediocre story missions). It has a sort of metagame where each village can be completed by destroying all government buildings and finding all secrets within that location. How you complete each village is up to you.
The straight forward route, you could load up on ammo and jump (grappling hook) from roof-top to roof-top picking everything off. You could bring in a few rebel fighters as allies (or diversions). You could roll up in a tank and blast everything. You had jets and helicopters to attack from the air. Sometimes I would 'take over' airbases in order to plan for my attacks on nearby villages. The mechanics weren't as polished as a Bioshock or Deus Ex but damn that game was fun. |
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The Mayuh of f'n Bawston
(06-30-2012, 12:03 PM)
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#28
OK my serious answer is Abe's Oddysee which was a 2D platformer in which you encountered these other alien creatures all with their own very different AI. For example paramites were these little dog like things; if there was just one on the screen it would run away; but two or more on the screen would be emboldened and attack. Scraps were the opposite, they were big towering crab like things and were fiercely territorial: just one on the screen was very dangerous but if you had two they would fight it out giving you time to slip by. Much of the game revolved around you exploiting these characteristics to avoid trouble or manipulate the AI into attacking each other or other enemies.
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Trust no one. Eat steaks.
(06-30-2012, 12:12 PM)
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#30
I'm not sure if I am doing this right, but what about Psi-Ops? The whole physics thing and analogue buttons worked really well and was relatively new at the time giving the user physics to actually play with. I know this might be on a different level than the mechanics mentioned in the OP, but it's the first game that came to mind.
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Member
(06-30-2012, 12:21 PM)
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#31
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It is perfectly permissible to shout "OH DAVID BOWIE YES" during intercourse with Oneself.
(06-30-2012, 12:46 PM)
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#32
Banjo-Kazooie: Nuts & Bolts
I've seen people make the craziest vehicles and complete challenges in the most ridiculous ways. It's basically Break Our Game: The Game. |
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studying under Phisheep
(06-30-2012, 01:21 PM)
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#35
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Member
(06-30-2012, 01:58 PM)
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#38
Minecraft is a game where learning the interactivity between all the elements of the game is pretty much what its all about. The game could definitely be called 'sandbox', but most sandbox games basically give you a pretty good idea of what you're supposed be doing, but Minecraft allows you to discover and sometimes even invent new ways to allow elements of the game to be 'interactive'.
And on top of that all, there's still a lot of room for more depth. |
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Member
(06-30-2012, 02:08 PM)
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#39
Plus mods really breathe life into it. New realms, NPC-driven villages (proper ones that grow, not the crappy ones in Minecraft), ruins to explore, magic & high tech stuff... the list goes on forever.
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