JAY the BIRD
Neo Member
Better AI. Why has this barely changed in the past decade?
Better AI. Why has this barely changed in the past decade?
Asymmetrical (possibly indirect) multiplayer in single player games.
One of my favorite examples is the Yellow Monk in Demon's Souls. It's a mindblowing encounter.
the only instance I can think of is the mgs series when sneaking up on soldiers and holding them up and stealing their items
It has changed a whole lot. Thing is, even huge changes are usually imperceptible to the average player and it ensues what players laud as better AI usually simply is smoke and mirrors (More predictable, which is a desirable quality for a player, or better at faking AI, like soldiers that randomly talk about what they're doing). In the end the signal both factors send to publishers is it isn't worth making better AI. You can't put it on screenshots or trailers, you can't market it, most people playing won't even notice it, it's not a good investment.Better AI. Why has this barely changed in the past decade?
Have you played the freeware game Eversion, MR? Playing Soul Reaver on my Vita btw. I'll write up a LTTP when I'm done with the series.
Mega Man -- Acquiring the enemy's powers.
Devil May Cry did this too, right?
Mobility in first person games. I thought that Mirror's Edge would maybe start some kind of revolution but so far most FPS really haven't explored it.
Mobility in first person games. I thought that Mirror's Edge would maybe start some kind of revolution but so far most FPS really haven't explored it.
I'm a big fan of objective-based competitive team multiplayer. Examples would be Counterstrike, Enemy Territory, Left4Dead (in Versus), Unreal Tournament's Assault mode, etc. What I find fun about them, especially when done well, is that there's a sort of scenario design to the overall competitive match, instead of a mindless free for all kill-spam.
In the original Enemy Territory especially, I found it really interesting how much work was put into designing each of the maps. They have different objectives, different scenarios, and require different types of teamwork. It's pretty much like playing a single player mission with a lot of people, and with real players on the other side instead of AI. When playing with a good team who can communicate well, the experience is really amazing. It's honestly the highest form of role playing.
I wish more games explored this in their multiplayer modes, and more multiplayer games focused on actually designing each map with unique scenarios and objectives, rather than having maps built around a general purpose which can be used for DM/TDM/CTF/etc where it just becomes a scoring competition.
Mobility in first person games. I thought that Mirror's Edge would maybe start some kind of revolution but so far most FPS really haven't explored it.
RTS games that have wall building and town making.
I'm a turtler =(
Also, Bushido Blade-stlye "realistic damage" in blade-based combat. Really untapped; all the other games I can think of that have gone this route have sucked, except for Chivalry. Though I don't know how far they go with injuries limiting combat.
more destructibility. large scale destructibility. with realistic physics.
The single player mode of Mount & Blade...
...But multiplayer, where each player starts off with their own useless soldier in a different country than the other players. It would have to take a lot of reworking, but my God it would be amazing if done right.
The GameSpeak system, as featured in Oddworld games. A real quick and easy way to give players a wider range of interaction with NPCs.
Real-time plane shifting and parallel realities.
Soul Reaver (yeah I know, I'm mentioning it again) had this awesome concept that there were two parallel worlds - the living material realm and the dead spectral realm. The main character would shift from one to the other in real-time, the world distorting around him.
The material realm was all decayed architecture and faded browns and greys. The spectral realm was a distorted blue and green version of this, with pillars and walls contorting during the transition, cracks expanding to passageways, walls transforming to stairs, and outcrops turning into bridges. Rivers, lakes and all water bodies were locked into the material realm, turning a pond for example into a deep explorable spectral pit. Torrential subterranean rivers in material would become explorable caves in spectral.
In story terms, statues, murals and art from the material realm would always reveal an innate truth when viewed in the spectral realm. Murals of human warriors - who would later become vampires - showed fangs when viewed in spectral. Stained glass windows depicting a romantacised historical event in material - would creepily show the dark truth when viewed in spectral. Altars to divination, would show the demonic undercurrents beneath the religious veil.
Time also froze when entering spectral, allowing the hero to enter the realm in battle, and re-emerge in material behind his adversary.
The series neglected to explore this absolutely brilliant concept in the sequels, unfortunately. A shame as it was so expertly done, with the visible transition between the realities making the experience far more immediate than even Metroid Prime 2 and Link to the Past.
I'm still crossing my fingers and chanting all sort of prayers hoping for the sequel to improve over the original enough.This game. And pretty much all of it's aspects.
No fantasy elements. Just straight up Medieval war. One can say Chivalry but I'm talking about the single player experience.
Momentum in platformers, both 2d and 3d...
Ahem, Sonic...
I also like motion swordplay seen in Red Steel 2 and Skyward Sword. Especially for Zelda it works really well, but needs to be expanded and improved on.
Blizzard's phasing technology that they've been implementing into World of Warcraft over the last 3-4 years is amazing. The fact that you can permanently change the terrain of an environment by completing quests really gives a sense that your actions are having an effect on the world.
I wish more MMO's would implement something like it, it's a great tool.
A crime scene simulator that I hoped LA Noire would be.
Investigation
Games that tried, but didn't live up to what I wish for:
L.A. Noire
Ace Attorney Series
Blade Runner
Golden Gate Killer
X - Files
Hotel Dusk
Film noir settings.