Essential Game Features

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Meatstorm

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I had been playing wow for some time and was used to linking items & skills to chat for comparison and stuff. When i changed to WAR they didnt have it at start and it was annoying as all hell
 

MrGFunk

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Oct 29, 2008
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DanDanikov said:
So what features and game developments would you label as essential?
Customisational Controls.
It's so easy to do. x = whatever. I could program that with my face on fire. It's just lazy.

I didn't play Killzone because it forced leftstick strafe.

I lost that battle and now use Turok controls. Eurgh! Even though I've got mad skills you won't believe how much more game I have in the Goldeneye style.
 

DanDanikov

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Dec 28, 2008
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Meatstorm said:
I had been playing wow for some time and was used to linking items & skills to chat for comparison and stuff. When i changed to WAR they didnt have it at start and it was annoying as all hell
Oh, yeah, I know what you mean. I swear EVE does that too (it's been a while) and I don't know about other MMOs, but that really is essential. What'd be really interesting would be to see something that allows them to be linked outside of game, say, in a forum or via IM, or for non-MMOs to sport the same features, eg. an RTS having unit and power cards. Could world well for DoW with the new wargear features.

Veylon said:
Another Total Annihilation feature is context sensitive guarding and patrolling. A builder on patrol might gather resources, help with projects, and repair damaged units all on the same patrol route. Similiarly, having one unit guard another had it defending, helping out with building, and otherwise following and assisting, depending on the circumstances.
Supreme Commander had similar features. You could set builders on patrol amongst trees and debris, and they would automatically reclaim them when needed. You could create ferrying routes with transports moving newly produced units to the front line, or a set of waypoints to automatically put them on patrol, as well as setting their default behaviour. You also still had the assist feature.

Even better, treating factories as units works rather well too, for example, allowing you to group them onto a hotkey. SC also lets factories assist each other, so if you order a large set of units, all the factories linked work on it. As is somewhat appropriate to SC's style of having large amounts of units, you can also loop production of the queue.

On the RTS front, I did rather like Company of Heroes cover system, with your troops automatically taking cover where available. While on a few occasions it felt like the odd trooper was doing something dumb, on the whole it worked well to eliminate micro (something I somewhat abhor in larger scale games- a great leader doesn't micro).
 

SomeBritishDude

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Kukul said:
DanDanikov said:
My personal favourite would be Mass Effect's conversation wheel, which I hope to see shamelessly borrowed.
That was the worst thing to ever happened to RPGs. It totally killed the dialogue system. Not beign able to say what you want was a nightmare.
Sorry I cannot express how this sentence made me mad.
Personally I think it improved selectable dialogue hugely. By having the options only be the gist rather than the full sentence it means that these sections don't become boring. It just such annoying aspect of other RPGs, know what your character is about to say can make things extremely tedious.

Mass Effects system ment you got intresting dialogue from the main character while still being able to decide the options.
 

Veylon

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Aug 15, 2008
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Here's a feature: In Final Fantasy Tactics you could rewatch the cutscenes in case you missed something. Maybe not super important, but considering how much plot most RPG's demand you ingest via cutscenes, it could prove useful.
 

gamshobny

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Apr 13, 2008
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Space sims shouldn't be so up-the-arse about their auto pilot. Yes, I know that in real life, me, as a captain of some space ship, wouldn't fly it myself, wouldn't shoot the weapons myself and so on. Now, please, let me be stupid enough to fire a high-explosive nuke at (relative) point-blank range and allow me to fly into astroids.

A very good example of this is an incident in Nexus: The Jupiter Incident. In one particular battle, my weapons officer decided that the weapons shouldn't fire, even while I pressed the button in quick (and not so quick, it was a 20 minute battle, so I had all the time to figure that out) succession.

My navigator also figured that the spot my ship was in was THE spot to be, so I couldn't go anywhere.

The most frustrating part, however, is that I WON that battle. Yup, a battle in which I did not contributed a single thing, and I won.

On another notice, I believe that guns are here to stay. Seriously, can you imagine any game without a gun?
 

Markness

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Apr 23, 2008
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Danzorz said:
Quick time events!
Just kidding!

For me it's probably time manipulation or shooting while driving
Time manipulation is an essential feature? I hate messing with time, but that's just my opinion.

Anyway I don't know if any rts's are doing much of it but I hope to see techniques to reduce reliance on micromanagement. Such as I think in Starcraft 2 if you command a group of collectors to a group of minerals, they will each go to separate minerals. I hate when you've got a group of units with special ability's that for example freeze people, then you have to click on each one individually and use its ability on each enemy individually.
 

dekuton

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Oct 18, 2008
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lets see.....for fps game must have features are as follows: must have a melee button
must have a grenade button with ability to cook it off.
must have either decent cover ala rainbow sixe vegas or a damn fine lean feature like in greg hastings' tournament paintbal.(i swear to the gods that game has the best fps controls ever)
if it has the latter then give me a glance button which lets me quickly look left and right to either side of me with out turning my whole body.
let me go prone. its retarded i cant go prone in some fps games.
for any game: let me remap my controls. no i dont want different configs i want to say button x does action a.
quick map button and make that map mildly transparent so i dont stop and look like a moron as i check it
this one is more of a comandment then a game feature: do not let the single player suffer cause people like to shoot each other in multiplayer. seriously
Alow 4 player co-op on the same screen. seriously developers i know your games are pretty and such but im poor with only one copy of the game. my 360 lets me hook up 4 controllers let me use eh?
rpgs: variable dialogue that i dont care is voiced or not. character creation. seriously i woudl rather play a role i come up with not one you force on me.
for that matter 95% of all games should have character creation! :D
ok im done i guess.