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Small design decisions that are worth adopting

Diablo III's ability to jump around in the story to any part you had played previously. I end up making separate saves in other games so frequently so a I can just replay a scene I liked.
 
Every damn JRPG should have shared EXP/Ability points ect shared with party members that are not even in your party at the moment. I infuriates me that when I level up a party member a bunch and then find out that that party member is not to my liking . Or when a certain story moment forces to use certain party member even if he/she is under-leveled.

I also love changing party members in out like during battle in Final Fantasy 10 and 12.
 
I liked the way Infamous 2 said something like "use the right stick to look up" and automatically set whether it was inverted or not based on the way you moved the stick.

A couple of games from previous generation (Halo (2?) & Psychonauts, for example) did the same thing.

Also, let me second the BG&E text input system. Sooooooooo much better than the awful onscreen keyboards we get as standard in the X360 and PS3 OSes.


One thing God of War, Prince of Persia, etc seem to do that I hate is that the difficulty setting is entirely about calibrating combat difficulty. Puzzle/platforming is unaffected. Give me more jump leeway (time after stepping off a ledge to jump and have it count), or bump up max jump distance a little. Slow down rotating blades of doom. Just leave out some annoying puzzles altogether.
 
Insta win like in Earthbound. If we're already higher level than monsters, just let us move on with our lives please.

Definitely! It takes part of the pain of random encounters away.

Also: NO PARTY LEADER BS. If Lightning dies but Fang and Sazh have full HP, THE BATTLE SHOULDN'T BE OVER. If Sora dies but Donald and Goofy are still alive, THE BATTLE SHOULDN'T BE OVER.

On a more positive note: Multi-party dungeons! If I have 14 party members, let me form parties of 3-4 members and explore this dungeon with all of them! Then I don't have 4 characters 30 levels higher than the rest.
 
I love the way looting in Metro 2033 works.
You don't go to a dead body and an inventory pops up that you press 'Grab All' on, but rather you have to go to the individual spots on the body where that enemy would have his grenades placed to pick up grenades.
You need to check the belt to get his ammo. They are all visible on the model of the enemy and when you pick them up they disappear from the body.
This is something that I think only first person games need to bother with (at least the grabbing part, the display part I think should be adopted by all games.)
Ehh, no thanks. To hell with immersion, this would be so tedious.
 
Every damn JRPG should have shared EXP/Ability points ect shared with party members that are not even in your party at the moment.

This is a good one. Also on the topic of JRPGs -almost- every one of them need to implement retry options like FF13 and RoF did. There is absolutely nothing fun about spending an hour or so inside some dungeon only to be randomly killed by a mob and then losing all that progress. Wouldn't be a big deal of the games were balanced better, but most of the time they are not unfortunately.

The ability to save anywhere would also be nice for this, but a lot of JRPGs still refuse to add it for some reason.

Of course this doesn't need to be in every RPG, it would pretty much ruin something like Dark Souls, but most RPGs aren't centered around learning from your mistakes (which is also annoying too, but off topic in this case).
 
Diablo III's ability to jump around in the story to any part you had played previously. I end up making separate saves in other games so frequently so a I can just replay a scene I liked.

I liked the way Final Fantasy XIII-2 handled this. "Locking" an era and basically being able to replay any story segment you wanted.

Speaking of Final Fantasy XIII-2, being able to choose the text font size is a thing that really needs to be in more games, along with saving anywhere.
 
The ability to either set an opacity or completely remove the HUD. Especially the ability to remove a map, sometimes (like Assassin's Creed), it's more enjoyable to to not have a map and be forced to learn the world.

One-hit-kill mode like Wet. It came far too late for that game because it was the "hardest" mode, but it's a wonderful mode just for pure enjoyment in action titles. No more bullet sponges to annoy me if I just want to go back and enjoy the shooting or quickly get past to focus on puzzles/exploring (Uncharted).
 
Every game should have a cheat code where I get to unlock everything if I want to.

this, bring back cheat codes, even if it is to do something silly with the game like turn every enemy into exploding monkeys or give them big heads...

split screen co-op play if the game demands it (l4d for example)

and bots bring back bots..
i sometimes buy games years after they have come out, i wanna try the online or multiplayer but by then the community is gone.

jump in and out online play..
have it where you are the host and other people can join you and play until they leave or you end the session, kinda like the fight request on SSFIV
 
this, bring back cheat codes, even if it is to do something silly with the game like turn every enemy into exploding monkeys or give them big heads...

We all know cheat codes have been monetized via DLC now. What used to be a few simple button presses to unlock all the tracks is now $5.
 
In Sniper Elite V2, you only need to press the run button once instead of holding it down. It wouldn't suit every game, but this could be a very useful feature/option that would make the controls more comfortable in a lot of shooters.
 
Team Fortress 2 (and to some extent, Dota 2): Cosmetic items in a F2P game that don't change features you're supposed to recognize the character by. For instance no fatsuits for the Spy. Windrunner has a hood that is the same color of her hair, and beyond that, you can still see the shape of her, the way she runs and holds her bow, that it's still obviously Windrunner if you looked quickly. Heroes of Newerth has confusing skins. Valkyrie's default skin has her standing on foot, while one of her alternate skins has her riding a Griffin! That Griffin makes her look like a completely different hero!
 
RPGs if you die, you dont lose your progress (discovered map, experience and levels) or the objects you got before, you only are transported to the last checkpoint you visited, just like xenoblade.

Also, you can see your enemies walking around the fields and dungeons.
 
playing Max Payne 3 really shows that area specific damage like shooting hand or leg all with proper animated reaction etc need to be in every shooter, specifically in Uncharted because that's like my favorite 3rd person shooter game. but I wonder if esrb rating is what prevent Uncharted to go for that extra realism.

there's something really funny in Uncharted 1 where you can't shoot corpse and have them twitch/animate accordingly to the physics, but if you walk over them, the corpse can react. I think I read somewhere it's one of the concession they did to keep the teen rating. I wonder if that extend to the shooting gameplay as well. as in if Uncharetd insist on keeping the Teen rating, it will never implement that location based damage.
 
Halo's dynamic checkpoints
It's been 10 fucking years, come on...

Personnaly I hate these, most time they're fine, but whenever the game decides to make a checkpoint in a bad situation you're fucked up. It's especially annoying when the levels are so damn long, like you fuck up a 10 minutes battle, you have to replay for an hour or something. That said, it would be easy to solve that problem by storing several checkpoints saves instead of just one like in Skyrim.
 
Personnaly I hate these, most time they're fine, but whenever the game decides to make a checkpoint in a bad situation you're fucked up. It's especially annoying when the levels are so damn long, like you fuck up a 10 minutes battle, you have to replay for an hour or something. That said, it would be easy to solve that problem by storing several checkpoints saves instead of just one like in Skyrim.

That may happen, and it sucks. But in Halo games, if you die too much in a checkpoint, it'll send you to the previous checkpoint.
 
Continuous autosaving as seen in, for example, Demon's Souls and Dark Souls. It removes the ability to "cheat" by loading a previous save and doing something else instead. The consequences of you actions are permanent until new game plus. What I hate most in many WRPG's is being able to revert back to a previous save the instant you make a mistake, because there's no risk involved in making the "wrong" choice. Deus Ex in particular I believe would benefit greatly from this. Oh, and Skyrim too, especially Skyrim.
On the other hand, this completely eliminates any chance of experimentation, the kind of "what happens if I do this here...", which I personally think is a huge thing and fun factor, especially in RPGs where your choices can have all sorts of consequences. Being bogged down to only one choice per (lengthy) playthrough seems very limiting and boring to me. Might fit From's bleak worlds where there's not many fun things to do, but not every game is like this.

In addition to this, your exact location (well, pretty much) and all the level data, enemies killed, etc. is retained when you exit the game. Diablo III in particular would benefit from this. At least from what I've played of the beta, when the connection is inevitably lost, you lose progress made through a dungeon and have to do it all again. Bullshit if you ask me.
Now that I agree with, losing SP progress because the game uses shitty always-on DRM is fucking terrible.

Active reload should be in every game.

edit: with reloading!
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nice save
 
The instant restart at the last save point from the Halo games.

Halo assumes you want to continue playing after death, rather than stopping to ask you in a menu whether you want to continue. The seamless reload and speed with which you can try an encounter again is really important in encouraging different tactics, because we know there's not an added cost to death: menus to wade through and loading screens to stare at.

I'm still shocked that some games stop and ask you to reload a file after you die, or prompt a loading screen. Just put me back in the action to try again.
 
Pretty specific to platformers only, but I always liked how in Jungle Beat and the Galaxy games if you jumped up along a wall and reached the top while still skidding along it you'd automatically hop onto the top of the wall instead of just hanging on. It sounds really insignificant, but in Jungle Beat especially (where it counts as a combo so there's some emphasis on it) it really does help the game flow better.

Agreeing on Bayonetta's loading rooms; honestly wouldn't of been able to play the game for shit if I didn't have those semi-practice rooms inbetween levels to quickly brush up on combos. Didn't Brawl have a similar feature when connecting to a match online you could practice against sandbag for awhile?
 
The instant restart at the last save point from the Halo games.

Halo assumes you want to continue playing after death, rather than stopping to ask you in a menu whether you want to continue. The seamless reload and speed with which you can try an encounter again is really important in encouraging different tactics, because we know there's not an added cost to death: menus to wade through and loading screens to stare at.

I'm still shocked that some games stop and ask you to reload a file after you die, or prompt a loading screen. Just put me back in the action to try again.

I've gotta disagree with this one. Sometimes if I'm playing a lot, I'll choose a death as the time to quit. "Do you want to continue?" makes me check myself to see if that's it for the time being.
 
Since we're talking about checkpoints, it really piss me off to play a challenging game in which I'm supposed to die a lot if I fuck up (your typical shooter in the hardest difficulty settings) if there is a huge loading every time I retry. I should be able to die, and reload the last checkpoints within seconds. It's more of a technical problem than a design choice, but it has a critical impact on my appreciation of a game. I can't stand playing any Gears of War in hard for that very reason, even though I like the core gameplay and I like my shooters brutal and frustratingly hard. That Activision Goldeneye game I'm playing these days if guilty of that, and that's a shame because the 007 classic difficulty is pretty fun.
 
I hate threads like this because they make me depressed. If only more developers would learn from their peers when it comes to the small, but important, things.

I liked the way Infamous 2 said something like "use the right stick to look up" and automatically set whether it was inverted or not based on the way you moved the stick.

Isn't that pretty much standard in FPS these days? I remember Halo was the first game that did it that I know of.
 
Isn't that pretty much standard in FPS these days? I remember Halo was the first game that did it that I know of.

No it asks you to move up and down, left to right and then asks you if the settings are ok.

In Infamous you just move it once and sets the controls to inverted or regular without asking anything
 
Dynamic/Adaptive Difficulty.
Makes every game that much more challenging and fun(cept for RubberBand AI in some NFS games and Split/Seconds later rounds)


Not a fan of that. Robs the player of a sense of progression and punishes you for playing the game better. >(
If a player is dying lots, then they should adapt. they aren't paying propery.
 
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