I don’t understand how they copyrighted the Nemesis system because that is literally one of the few end goals in gaming to have interactive npc characters that remember player choices. One of the few way gaming grows is by sharing good or bad ideas and designs. The copyright completely soft locked a entire avenue of gaming which is sorta sad.
Yeah I think the issue is technically you can still make a "nemesis system". Just call it something different and put it in a different game. Maybe also change it up slightly or significantly. The issue being is it worth the risk of going to court? It might be easily not infringing on the copyright but if WB decide it is, then whoever 'infringed' on it will get taken to court and either way probably will have to pay out. If this is a indie dev too then they just likely can't risk it.
yeah it doesn't make any sense. every game would want an NPC system that can remember interactions and base your game off that. I've been playing dragon's dogma and the NPCs remember quests, monsters, etc. It's all similar. It's like if they tried to copyright minimaps.
The worst thing is they just sit on the copyright without making other games with it. Since it is owned by Warner Bros., it would have been great if they can lend it to the Rocksteady team or others on DC comics games to create a nemesis system where you can team up/fight against unknown henchmen and have them build up to a full on super heroes/super villain of their own.
The patent for Nemesis is actually limited to the specific developer tools used in creating those games. It does not cover the whole concept of NPCs remembering things, or player choices affecting the world or any NPCs in it. This is because you can't patent or copyright mathematical principles, formulas, or algorithms. And, when it comes down to it, that's all that game code really is. If you look up "US Copyright Office, Circular 2" you can read more on what is possible to copyright and what isn't.
I LOVED tyranny’s spell system. The problem I found with it is that it made mages much much more powerful then anyone else. I think this stemmed from the fact that abilities (including magic) didn’t cost any resources, they just all had cooldowns, and because of spell crafting mages just ended up with significantly more buttons to hit, which means they never had to spend time auto attacking, which other classes did.
In TW2 spells are balanced by mana cost and casting time. The more complicated/powerful the spell is more of those resources you need. Also in order to build the spells you actually need a number of the cards (up to 10 elemental ones for effect) and up to 10 of each type of modifier. They dont come cheap (can be found by exploration or trading) and already used cards cannot be reused by different spell unless you dismantle previous spell. You do not end up with a lot of buttons, but maybe 1 offensive/summoning spell, 1 defensive/buffing one (you can combine healing, speed, and shield ones) and some utility like opening locks, slow fall or invisibility. What makes the system really fun is the fact that there is no ingame guide telling you what happens if you combine certain things together, you have to experiment yourself.
Some of mine: - I liked the hunger system in Mask of the Betrayer. A bit like the Vampyr mechanic, where you could choose to feed on people or not. Added a time limit to the game which many people seemed to dislike but I thought it was novel. - In Morrowind, I loved how there were many placed items on the map, so not level scaled. It made exploring, sneaking and taking risks worthwhile. - In Skyrim I like the Clairvoyance spell. It enabled playing the game without quest markers or compass, or even map. It would produce a trail of mist that pointed towards your active quest objective. - In Divinity Original Sin I liked how there were lots of synergies between spells and the environment, such as electrifying water. - In Wildermyth I like how your characters age and retire, with certain game effects like injuries making them retire early. You can also recruit your old characters sometimes in new games. - I know this is technically a game mod, but in 2022 it’s virtually the only version people play, but in STALKER-Anomaly I like how you can disguise yourself as a member of a different faction just by wearing the right gear, which allows you to infiltrate their bases and use their traders. Disguise is a concept few games have implemented, which is a pity because I like being a sneaky rogue. People tried to do mods for Oblivion and Skyrim to do disguises but I don’t think they ever worked very well.
Ugh. The Hunger Mechanic was the epitome of "Good idea, bad implementation." There's a reason the most popular mods for NWN2 involved nerfing it into the ground.
My favorite small system in an RPG - Companion classes in Pillars of Eternity 2. For those who haven't played it, when a new companion joins you in PoE2, you get to pick their class within a certain range. All choices are appropriate to the character's background (you can't make Aloth the Wizard into a Barbarian), but still allows you to mold a Companion into what you need in that playthrough. Also, while your Companions have access to the same classes as you, they will sometimes have unique subclasses that further reflect their background.
That Tyranny system was previously used to much bigger extent (you could chain spells in combinations, add effect to an effect) in Two Worlds 2 (2010, which is 6 years before Tyranny).
@@Flagonborn They made HD edition not long ago. Never played Oblivion, so I can't confirm. The story is really dull high fantasy one with an obvious twist, but the gameplay and exploration as well as several side quests are quite entertaining (as long as you play as magic user). In short: it is a fun game but nothing to come back to.
Spell crafting in Tyranny ! Totally agree. Loved it. Worked fine. There was one updated limitation that was not explained in the game (i.e. certain types of spells did not stack), but other than that is was almost perfect. I had one UI bug once.
kojima-sama did the vampyr thing in mgs3 with a boss called the sorrow. basically you were slugging through a shallow river with the ghosts of the enemies you had killed until that point. if they touched you it was either game over or you'd take damage (don't remember that part as my last playthroughs were 0 kill runs 😏)
Yes, but it was a kind of "false" game over if I remember well. It was just a pain to go through even though you could easily dodge everything they throw at you. It's (very) long, but probably the easiest boss of the game. Unlike that old sniper called The End : that was long, boring and painfull. The only stain on that MGS3 masterpiece.
The ability crafting in transistor by super giant was pretty cool. Where you could build your attacks from elements that preformed similar but different functions depending if you used the element as attack type or damage type or as an extra effect on the attack.
And to think that the basic idea for transistor system was actually based on trading cards games, where you use one card as main and another card as support.
This is great list, good choices. Something like Nemesis system is in AC Odyssey. There are all that mercenaries that hunt you and you also gain them for your ship. Not same, but it remind me it a little. Also, playing as nosferatu is real fun for masquerade :)
When I was younger and had more time to play I enjoyed the jobs/class system in Ffta, Knights of Lodis etc. The level up bonuses and skills you have depended on your jobs so character customisation was not just what final jobs your characters had but how you reached them. If you didn't do much grinding it involved extensive planning on your new game+ and that was awesome.
One thing I don't see talked about often is the ability/combat customization in Nioh 2. For reference I haven't played Nioh 1, so I will just be referring to 2. Also I assume other games have done this too but I mainly know it from Nioh. You can take different skills when you level up a weapon which is tied to a button input, you can then choose what stance you need to be in for when you input that combo to execute the move. This is great to me because instead of having to choose between 2 (or more) combos you can just bind one to low stance and one to mid stance. These can be buffs or an actual damage move too.
Yeah, with the way copyright works you can still makes things that are similar but distinct, but you're rolling the dice on a lawsuit with WB that most companies wouldn't survive.
My fav game mechanics - 1. Path of Exile's skill mechanics. 2. Genshin Impact's Elemental Reaction. Combat is so simple but incredibly satisfying because of it late game when you have a good roster of characters. 3. Shadow of Mordor's Nemesis system. 4. Souls games' invasion system. 5. Skyrim's skill levelling system. Love the mechanic of levelling up a skill the more I use them. - will add more if I recall any.
This doesn't have much to do with your list, but your take on vampire the masquerade reminds me of when I played game dev tycoon and made a vampire simulator. The game absolutely tanked and I was just "well I dont know what I expected was going to happen"
I made a vampire adult Action-RPG and it sold okay but had a 4.75 rating. I put most of the budget on narration and design and didn't care about code, even left out a few major bugs on launch to be extra accurate XD
I decided to start playing CRPG's with Pathfinder kingmaker, maybe not a great starting point but i love pathfinder, and it was on sale so its the one. Im enjoying it so far and im an hour and a half in. I hope it keeps getting better! Thank you for motivating me to try a CRPG Mort!
Transistors spells as equipment mechanic is something that would be fun to see in other games, maybe with a more fleshed out elemental system that meshes with the environment?
If I may add some other good mentions: 1. Darkest Dungeon's stress system; 2. Disco Elysium's whole system with the voices representing parts of your mind; 3. Hades' die and go again and unlock new lines of dialogue this way; 4. Sifu with ageing is also cool; 5. Dishonored, not quite unique, but having so much choice put in what actions you take, instead of just pressing a line of dialogue is worth mentioning imo.
They did carry over the masquerade into the VTM:Bloodhunt game, it's a battle royale, so the rpg aspects are limited, but it really brings in a whole different aspect on what being a vampire in that setting is like. I very much hope they can let that implementation inform Blooodlines 2.
Not a cRPG of course, but I've always felt the Majora's Mask day cycle system was the absolute best game mechanic I've ever played with. I've never seen anything else quite like it in a game where the time you spend in game feels extremely meaningful, but also terribly sad at the same time. Having the player go back in time over and over and undo all the nice things they do for everyone in the world is very bittersweet, but still gives the game a feeling I honestly can't say I've experienced in any other games in my life. Hope it's not too off topic to bring up a zelda game!
Slugfest is a baseball game on Gamecube. And it has one of my personal favorite mechanics. If you have a hitter get multiple hits in a row, he'll start to steam. At this point if he gets another hit his next time at the plate he'll officially burst into flames and all of his stats go way up. There's a way to achieve this with pitchers too, that unlocks weird super pitches. I think it's getting multiple strikeouts in a row? But yeah the on fire system in Slugfest is really creative and hilarious
The world changing with your ethos was also a pretty great thing in Dishonored. In general I want to see how my actions affect the world and just to reduce the general suffering in the city by being meticulous and cunning and stealthy, taking out your opponents without killing anyone was the true power fantasy.
i like time based campaign mechanics, like in this war of mine and the last express, and also the one mechanic no one ever do after the westwood blade runner game, a randomize chracter status as replicants.
I'm not a fan of Souslikes but they are a prominent example of a mechanic I really like and which is kind of scarce otherwise- a lack of a solid Game Over state particularly in RPGs. Continuing after death lets failure feel more like a learning experience- and it can actually bring more challenge to a game than a traditional 'load a previous save' system if it comes with persistent penalties. Not to mention that retreading the same exact steps to get to the same point of death is no fun, and the alternative of spamming quicksaves can trivialize difficulty. I have a lot more fun with Skyrim if I play with a death alternative mod and do my best to stick with it, it lets me play on a difficulty I actually enjoy (since higher difficulties just massively inflate enemy damage/nerf your own) without removing all of the challenge since you can lose gear and such For me, one of the biggest pitfalls of Prey (2017) was that, even though it's a game that pays massive homage to Looking Glass immersive sims, it relied solely on a save mechanic. It would've added SO much tension and immersion if the game instead reacted to any player deaths rather than just letting you set yourself back. Imagine encountering, like, shadow versions of yourself if you died against the Typhon
I know it kind of goes against the "rules" in this video because it's more genre specific than game specific, but one of my favorite game mechanics is random encounters. Now it needs to be well balanced and the player needs at least some level of control over whether they want more or less encounters, but the random encounter mechanic provides something that I feel too many modern RPGs are lacking: An element of uncertainty about what, when, and where you'll fight and unlimited enemies if you choose to level grind or just want to engage with the combat system for fun.
Since nemesis system is practically owned by Warner Bros., it would have been great if they can pop out in their DC comics games as a way to build up an unknown henchman into a full blown super villain.
While Magicka I & II were goofy games, I found their Magic System really nice. Basically you had 4 Basic Magic Elements and you could combo them into bigger spells and combine them in different forms (E.g. Fire and Water = Hot Steam). It sounds lackluster in writing, but i really liked it. Edit: Magicka III exists too, never noticed until now
crafting arcanum of steamworks and magick obscura allows to combine items into far more advanced things like making tesla rod and turning it into tesla gun or combine normally ignored items into mechanical spider and then into humanoid automaton fallout 4 (it's main value) settlement crafting that instead of just placing small things on already set locations you can get entire land and create things however you want and get settlers to work on them (highly recommended mod SIM SETTLEMENTS 2) crafting automatrons (your own robot army and companions and settlers that require a lot of mods to work)) saints row games where you can take any vehicle and upgrade it both in cosmetics and performance functions for companions elex/elex2 jet pack for everyone that allows for companions to not only follow you almost everywhere but also follow you directly (no more waiting for them to find way around or getting stuck behind a rock ... no more running into enemies or activating traps that you have avoided by taking different path) saints row games where you can call your companions inside and outside of missions to come in their own vehicles or gta any nearby if they wont all fit into yours (and let's not forget about full faction customization (my own ninja clan) special player experience divinity 2 ego draconis where you can play typical human and transform into dragon with different equipment to fly and find and find different paths while at the same time switch back to human form to enter anti dragon magical barriers
-Jump canceling in DMC -Baton pass in Persona 5 -Physics in pretty much everything that has it but Botw has the best one -Disguise in Hitman -Climbing and gliding in Botw -web swinging in Spider-Man -Parkour in dying light -Parrying in Sekiro -Turf wars monster Hunter -Gloo canon Prey -Being able to talk to everyone in RDR 2 -Demon fusion in SMT
There was a vastly inferior version of the spell crafting thing in Final Fantasy Type-0. It wasn't anywhere near as good as Tyranny but it was an option to customize spells which was a first in Final Fantasy as far as I know.
I think that there's some potential in 'custom dialog options' mechanic, first seen in Fallout (I believe). As the machine learning based AI gets more advanced, NPCs in games could effectively respond to player's ideas, and not necessarily with pre coded answers.
mine is (which doesn't used anywhere else even in future piranha bytes games) gothic knockout system. if you start a fight in gothic town, and you defeat your foe, they won't die, instead they goes into "KO" state and you can steal their items. if you attack again, your character will perform a finishing attack and will kill the other guy for good. the same rule apply for you too. if you lost a fight in town, you lost you will be KO'd and your opponent will take half of your gold. this imo, creates a non permanent opportunity to play as a legitimate jackass without being a straight up murderous bastard, or simce the NPCs in gothic are mostly assholes, it can be use to teach your bullies some lessons in manners after you leveled up enough. the NPC react accordingly too. if you beat them once, they will usually treat you more nicely or at least they will be neutral towards you instead of bullying you.
Honestly.. if I created a system like the Nemesis I would submit a patent register too. It's one of the biggest technological advancements of this industry in the last 20 years. Every game in existence would be better if it had the Nemesis in it to the point where it should become the norm in how AI works in games and not a specific mechanic or "gimmick". Like, imagine a racing game like Formula 1 but when you hit someone to overtake them the system immediately generates a grudge between you and that racer and that transpires in interviews, news and on races when he puts more pressure on you by driving more aggressively. Now imagine if you do that to every racer and you become known as a dirty driver. That's just one possibility in one genre.
Arkane did similar to Vampyre with both Dishonored and Prey. Not exact but very similar and how it changed the world and how you would be viewed. I just want what the Witcher 2 did and that was making a choice that would lock you out of basically hours of content because of a choice. Choices with meaningful consequences severely lacking in games.
@@jmmywyf4lyf What don't you understand here? An Engine doesn't equal a concept. The fact it's copyrighted prevents others from using the concept out of fear of copyright claims and the likes. It's a terrible system and your attempt to drag in "an engine" into it is just silly.
@@jmmywyf4lyf Yes you are, because your example sucks. Already what companies make is protected by intellectual rights laws even without a copyright, you can't just copy what a company did without permission. A copyright makes that claim stronger. It's how artists online have the rights to their creation depending on the platform and so on. The same goes for other intellectual rights. Besides your whole idea of "reverse engineer it" and your good is absurd, that's not how the system works. And the products stemming from that reverse engineering would be subject to copyright claims. That's why the copyrighting of such a broad term in through the copyrighting of the code or workings of the nemesis system itself is a slippery slope. Especially with the use or loose it way of how copyright ownership works, as in sue people who infringe or you'll loose your copyright. Not sure how you don't see the clear limitation on inventiveness this makes and the flaws in the current copyright system.
@@jmmywyf4lyf You are aware that courts decide whether something is copied right? Rebuilding something from the ground up with strong similarities would be seen as copied. Just saying 'make it their own' doesn't change the fact you talk about 'reverse engineering' which is copying. "Limitations on invention" and "non stop innovation" aren't mutually exclusive, we agree on that right? Copyright law hasn't changed much in it's long history, so maybe that's a sign we could update it. Also they can have the rights to the software governing the nemesis system, but the copyright is written in such a way that any form of similar nemesis system in other games can be attacked, hence why other devs will shy away from making such a system to avoid any possible lawsuits. Don't you follow the news? The makers of 'It takes two' was sued for their name, how can you still pretend an overactive copyright system doesn't have any down sides? Also I brought up art to further explain the difference between copyright and intellectual property. Something you seem to misunderstand. What do you not understand about the dangers of a too broad definition of copyrights?
@@jmmywyf4lyf Just give up man, my arguments are solid and not emotional, trying to turn them into that is just sad. One anecdotal piece of evidence doesn't mean anything. Moreover it's a terrible one, 'has publicly sworn', so he just thinks right? If that's the best you can come up with, it's good that you will stop replying, it's just pointless.
mine is (which doesn't used anywhere else even in future piranha bytes games) gothic knockout system. if you start a fight in gothic town, and you defeat your foe, they won't die, instead they goes into "KO" state and you can steal their items. if you attack again, your character will perform a finishing attack and will kill the other guy for good. the same rule apply for you too. if you lost a fight in town, you lost you will be KO'd and your opponent will take half of your gold. this imo, creates a non permanent opportunity to play as a legitimate jackass without being a straight up murderous bastard, or simce the NPCs in gothic are mostly assholes, it can be use to teach your bullies some lessons in manners after you leveled up enough. the NPC react accordingly too. if you beat them once, they will usually treat you more nicely or at least they will be neutral towards you instead of bullying you.
I don’t understand how they copyrighted the Nemesis system because that is literally one of the few end goals in gaming to have interactive npc characters that remember player choices. One of the few way gaming grows is by sharing good or bad ideas and designs. The copyright completely soft locked a entire avenue of gaming which is sorta sad.
Yeah I think the issue is technically you can still make a "nemesis system". Just call it something different and put it in a different game. Maybe also change it up slightly or significantly.
The issue being is it worth the risk of going to court? It might be easily not infringing on the copyright but if WB decide it is, then whoever 'infringed' on it will get taken to court and either way probably will have to pay out.
If this is a indie dev too then they just likely can't risk it.
yeah it doesn't make any sense. every game would want an NPC system that can remember interactions and base your game off that. I've been playing dragon's dogma and the NPCs remember quests, monsters, etc. It's all similar. It's like if they tried to copyright minimaps.
On the other hand, Watch Dogs : Legion managed to create the equivalent of nemesis system but for the protagonists faction instead.
The worst thing is they just sit on the copyright without making other games with it.
Since it is owned by Warner Bros., it would have been great if they can lend it to the Rocksteady team or others on DC comics games to create a nemesis system where you can team up/fight against unknown henchmen and have them build up to a full on super heroes/super villain of their own.
The patent for Nemesis is actually limited to the specific developer tools used in creating those games. It does not cover the whole concept of NPCs remembering things, or player choices affecting the world or any NPCs in it. This is because you can't patent or copyright mathematical principles, formulas, or algorithms. And, when it comes down to it, that's all that game code really is. If you look up "US Copyright Office, Circular 2" you can read more on what is possible to copyright and what isn't.
I LOVED tyranny’s spell system. The problem I found with it is that it made mages much much more powerful then anyone else. I think this stemmed from the fact that abilities (including magic) didn’t cost any resources, they just all had cooldowns, and because of spell crafting mages just ended up with significantly more buttons to hit, which means they never had to spend time auto attacking, which other classes did.
In TW2 spells are balanced by mana cost and casting time. The more complicated/powerful the spell is more of those resources you need. Also in order to build the spells you actually need a number of the cards (up to 10 elemental ones for effect) and up to 10 of each type of modifier. They dont come cheap (can be found by exploration or trading) and already used cards cannot be reused by different spell unless you dismantle previous spell. You do not end up with a lot of buttons, but maybe 1 offensive/summoning spell, 1 defensive/buffing one (you can combine healing, speed, and shield ones) and some utility like opening locks, slow fall or invisibility.
What makes the system really fun is the fact that there is no ingame guide telling you what happens if you combine certain things together, you have to experiment yourself.
Some of mine:
- I liked the hunger system in Mask of the Betrayer. A bit like the Vampyr mechanic, where you could choose to feed on people or not. Added a time limit to the game which many people seemed to dislike but I thought it was novel.
- In Morrowind, I loved how there were many placed items on the map, so not level scaled. It made exploring, sneaking and taking risks worthwhile.
- In Skyrim I like the Clairvoyance spell. It enabled playing the game without quest markers or compass, or even map. It would produce a trail of mist that pointed towards your active quest objective.
- In Divinity Original Sin I liked how there were lots of synergies between spells and the environment, such as electrifying water.
- In Wildermyth I like how your characters age and retire, with certain game effects like injuries making them retire early. You can also recruit your old characters sometimes in new games.
- I know this is technically a game mod, but in 2022 it’s virtually the only version people play, but in STALKER-Anomaly I like how you can disguise yourself as a member of a different faction just by wearing the right gear, which allows you to infiltrate their bases and use their traders. Disguise is a concept few games have implemented, which is a pity because I like being a sneaky rogue. People tried to do mods for Oblivion and Skyrim to do disguises but I don’t think they ever worked very well.
Ugh. The Hunger Mechanic was the epitome of "Good idea, bad implementation." There's a reason the most popular mods for NWN2 involved nerfing it into the ground.
My favorite small system in an RPG - Companion classes in Pillars of Eternity 2. For those who haven't played it, when a new companion joins you in PoE2, you get to pick their class within a certain range. All choices are appropriate to the character's background (you can't make Aloth the Wizard into a Barbarian), but still allows you to mold a Companion into what you need in that playthrough. Also, while your Companions have access to the same classes as you, they will sometimes have unique subclasses that further reflect their background.
That Tyranny system was previously used to much bigger extent (you could chain spells in combinations, add effect to an effect) in Two Worlds 2 (2010, which is 6 years before Tyranny).
I’ve got a friend who was really into that game years ago? Is it any good? It seemed like a low budget oblivion
@@Flagonborn yeah it's decent game... you can combine spells (as a mage) or dismantle/combine gear to make items with better stats
@@Flagonborn They made HD edition not long ago. Never played Oblivion, so I can't confirm. The story is really dull high fantasy one with an obvious twist, but the gameplay and exploration as well as several side quests are quite entertaining (as long as you play as magic user). In short: it is a fun game but nothing to come back to.
Your vampire the masquerade idea had me imagining missions like out of Hitman 3
Spell crafting in Tyranny ! Totally agree. Loved it. Worked fine. There was one updated limitation that was not explained in the game (i.e. certain types of spells did not stack), but other than that is was almost perfect. I had one UI bug once.
kojima-sama did the vampyr thing in mgs3 with a boss called the sorrow. basically you were slugging through a shallow river with the ghosts of the enemies you had killed until that point. if they touched you it was either game over or you'd take damage (don't remember that part as my last playthroughs were 0 kill runs 😏)
Kojima Sama 💀💀💀
Yes, but it was a kind of "false" game over if I remember well. It was just a pain to go through even though you could easily dodge everything they throw at you. It's (very) long, but probably the easiest boss of the game. Unlike that old sniper called The End : that was long, boring and painfull. The only stain on that MGS3 masterpiece.
I like, the Septerra Core card combos. Where you can turn, positive spells into negative once, or reverse effects with the Mirror Card.
The ability crafting in transistor by super giant was pretty cool. Where you could build your attacks from elements that preformed similar but different functions depending if you used the element as attack type or damage type or as an extra effect on the attack.
And to think that the basic idea for transistor system was actually based on trading cards games, where you use one card as main and another card as support.
This is great list, good choices.
Something like Nemesis system is in AC Odyssey. There are all that mercenaries that hunt you and you also gain them for your ship. Not same, but it remind me it a little.
Also, playing as nosferatu is real fun for masquerade :)
When I was younger and had more time to play I enjoyed the jobs/class system in Ffta, Knights of Lodis etc.
The level up bonuses and skills you have depended on your jobs so character customisation was not just what final jobs your characters had but how you reached them.
If you didn't do much grinding it involved extensive planning on your new game+ and that was awesome.
One thing I don't see talked about often is the ability/combat customization in Nioh 2. For reference I haven't played Nioh 1, so I will just be referring to 2. Also I assume other games have done this too but I mainly know it from Nioh.
You can take different skills when you level up a weapon which is tied to a button input, you can then choose what stance you need to be in for when you input that combo to execute the move. This is great to me because instead of having to choose between 2 (or more) combos you can just bind one to low stance and one to mid stance. These can be buffs or an actual damage move too.
Tyranny was so innovative. It's really sad that we won't have a sequel to this unpolished gem.
Love these free form vids bro!!
Great video, Mort!
It may be copyrighted. But XCom2's Chosen were, by the admission of the developers, designed to mimic the Nemesis system.
Yeah, with the way copyright works you can still makes things that are similar but distinct, but you're rolling the dice on a lawsuit with WB that most companies wouldn't survive.
My fav game mechanics -
1. Path of Exile's skill mechanics.
2. Genshin Impact's Elemental Reaction. Combat is so simple but incredibly satisfying because of it late game when you have a good roster of characters.
3. Shadow of Mordor's Nemesis system.
4. Souls games' invasion system.
5. Skyrim's skill levelling system. Love the mechanic of levelling up a skill the more I use them.
- will add more if I recall any.
This doesn't have much to do with your list, but your take on vampire the masquerade reminds me of when I played game dev tycoon and made a vampire simulator. The game absolutely tanked and I was just "well I dont know what I expected was going to happen"
I made a vampire adult Action-RPG and it sold okay but had a 4.75 rating.
I put most of the budget on narration and design and didn't care about code, even left out a few major bugs on launch to be extra accurate XD
@@Biouke That 1.5* should be attributes to the hard core fans that fix the bug for you.
@@araisikewai 1.5 only? It's rated out of 10, modders deserve more ;)
I decided to start playing CRPG's with Pathfinder kingmaker, maybe not a great starting point but i love pathfinder, and it was on sale so its the one. Im enjoying it so far and im an hour and a half in. I hope it keeps getting better! Thank you for motivating me to try a CRPG Mort!
Transistors spells as equipment mechanic is something that would be fun to see in other games, maybe with a more fleshed out elemental system that meshes with the environment?
If I may add some other good mentions:
1. Darkest Dungeon's stress system;
2. Disco Elysium's whole system with the voices representing parts of your mind;
3. Hades' die and go again and unlock new lines of dialogue this way;
4. Sifu with ageing is also cool;
5. Dishonored, not quite unique, but having so much choice put in what actions you take, instead of just pressing a line of dialogue is worth mentioning imo.
They did carry over the masquerade into the VTM:Bloodhunt game, it's a battle royale, so the rpg aspects are limited, but it really brings in a whole different aspect on what being a vampire in that setting is like. I very much hope they can let that implementation inform Blooodlines 2.
Not a cRPG of course, but I've always felt the Majora's Mask day cycle system was the absolute best game mechanic I've ever played with. I've never seen anything else quite like it in a game where the time you spend in game feels extremely meaningful, but also terribly sad at the same time. Having the player go back in time over and over and undo all the nice things they do for everyone in the world is very bittersweet, but still gives the game a feeling I honestly can't say I've experienced in any other games in my life. Hope it's not too off topic to bring up a zelda game!
Slugfest is a baseball game on Gamecube. And it has one of my personal favorite mechanics. If you have a hitter get multiple hits in a row, he'll start to steam. At this point if he gets another hit his next time at the plate he'll officially burst into flames and all of his stats go way up.
There's a way to achieve this with pitchers too, that unlocks weird super pitches. I think it's getting multiple strikeouts in a row? But yeah the on fire system in Slugfest is really creative and hilarious
The world changing with your ethos was also a pretty great thing in Dishonored. In general I want to see how my actions affect the world and just to reduce the general suffering in the city by being meticulous and cunning and stealthy, taking out your opponents without killing anyone was the true power fantasy.
i like time based campaign mechanics, like in this war of mine and the last express, and also the one mechanic no one ever do after the westwood blade runner game, a randomize chracter status as replicants.
Have you tried playing through Magicka, the original first game? That had a fascinating spell system.
Yeah Tyranny spellcrafting is the best i seen and really goes high on the ultra powerful mage wich just feels great playing =) Good show sir
I'm not a fan of Souslikes but they are a prominent example of a mechanic I really like and which is kind of scarce otherwise- a lack of a solid Game Over state particularly in RPGs.
Continuing after death lets failure feel more like a learning experience- and it can actually bring more challenge to a game than a traditional 'load a previous save' system if it comes with persistent penalties. Not to mention that retreading the same exact steps to get to the same point of death is no fun, and the alternative of spamming quicksaves can trivialize difficulty. I have a lot more fun with Skyrim if I play with a death alternative mod and do my best to stick with it, it lets me play on a difficulty I actually enjoy (since higher difficulties just massively inflate enemy damage/nerf your own) without removing all of the challenge since you can lose gear and such
For me, one of the biggest pitfalls of Prey (2017) was that, even though it's a game that pays massive homage to Looking Glass immersive sims, it relied solely on a save mechanic. It would've added SO much tension and immersion if the game instead reacted to any player deaths rather than just letting you set yourself back. Imagine encountering, like, shadow versions of yourself if you died against the Typhon
I loved the game mechanics in Dungeon Siege.
there are characters with backstory in Wasteland 3 too, but does they have unique dialogues?
I know it kind of goes against the "rules" in this video because it's more genre specific than game specific, but one of my favorite game mechanics is random encounters. Now it needs to be well balanced and the player needs at least some level of control over whether they want more or less encounters, but the random encounter mechanic provides something that I feel too many modern RPGs are lacking: An element of uncertainty about what, when, and where you'll fight and unlimited enemies if you choose to level grind or just want to engage with the combat system for fun.
Dragon age origins ; tactics mechanic (AI setting for followers)
Dragons dogma dark arisen ; climbing monster mechanic
Since nemesis system is practically owned by Warner Bros., it would have been great if they can pop out in their DC comics games as a way to build up an unknown henchman into a full blown super villain.
While Magicka I & II were goofy games, I found their Magic System really nice. Basically you had 4 Basic Magic Elements and you could combo them into bigger spells and combine them in different forms (E.g. Fire and Water = Hot Steam). It sounds lackluster in writing, but i really liked it.
Edit: Magicka III exists too, never noticed until now
Great subject and interesting vid
surprisingly very good top
crafting
arcanum of steamworks and magick obscura
allows to combine items into far more advanced things like
making tesla rod and turning it into tesla gun or combine normally ignored items into mechanical spider and then into humanoid automaton
fallout 4 (it's main value)
settlement crafting that instead of just placing small things on already set locations you can get entire land and create things however you want and get settlers to work on them (highly recommended mod SIM SETTLEMENTS 2)
crafting automatrons (your own robot army and companions and settlers that require a lot of mods to work))
saints row games where you can take any vehicle and upgrade it both in cosmetics and performance
functions for companions
elex/elex2
jet pack for everyone that allows for companions to not only follow you almost everywhere but also follow you directly (no more waiting for them to find way around or getting stuck behind a rock ... no more running into enemies or activating traps that you have avoided by taking different path)
saints row games where you can call your companions inside and outside of missions to come in their own vehicles or gta any nearby if they wont all fit into yours (and let's not forget about full faction customization (my own ninja clan)
special player experience
divinity 2 ego draconis
where you can play typical human and transform into dragon with different equipment to fly and find and find different paths while at the same time switch back to human form to enter anti dragon magical barriers
-Jump canceling in DMC
-Baton pass in Persona 5
-Physics in pretty much everything that has it but Botw has the best one
-Disguise in Hitman
-Climbing and gliding in Botw
-web swinging in Spider-Man
-Parkour in dying light
-Parrying in Sekiro
-Turf wars monster Hunter
-Gloo canon Prey
-Being able to talk to everyone in RDR 2
-Demon fusion in SMT
one question about Vampyr. is there any subtle indication during the game, about this mechanic? or do you just reach the end and realize it.
Yeah, its a pretty core part of the gameplay, the last boss scaling however isn't mentioned until you get there
There was a vastly inferior version of the spell crafting thing in Final Fantasy Type-0. It wasn't anywhere near as good as Tyranny but it was an option to customize spells which was a first in Final Fantasy as far as I know.
I think that there's some potential in 'custom dialog options' mechanic, first seen in Fallout (I believe). As the machine learning based AI gets more advanced, NPCs in games could effectively respond to player's ideas, and not necessarily with pre coded answers.
What is the difference between the Nemesis system and the mercenary system of Assassin's Creed Odyssey?
mine is (which doesn't used anywhere else even in future piranha bytes games) gothic knockout system. if you start a fight in gothic town, and you defeat your foe, they won't die, instead they goes into "KO" state and you can steal their items. if you attack again, your character will perform a finishing attack and will kill the other guy for good.
the same rule apply for you too. if you lost a fight in town, you lost you will be KO'd and your opponent will take half of your gold.
this imo, creates a non permanent opportunity to play as a legitimate jackass without being a straight up murderous bastard, or simce the NPCs in gothic are mostly assholes, it can be use to teach your bullies some lessons in manners after you leveled up enough. the NPC react accordingly too. if you beat them once, they will usually treat you more nicely or at least they will be neutral towards you instead of bullying you.
Best m’échangiez for me is d’Henin intelligence allo you to havé mire dialogue option like on fallout
Honestly.. if I created a system like the Nemesis I would submit a patent register too. It's one of the biggest technological advancements of this industry in the last 20 years. Every game in existence would be better if it had the Nemesis in it to the point where it should become the norm in how AI works in games and not a specific mechanic or "gimmick".
Like, imagine a racing game like Formula 1 but when you hit someone to overtake them the system immediately generates a grudge between you and that racer and that transpires in interviews, news and on races when he puts more pressure on you by driving more aggressively. Now imagine if you do that to every racer and you become known as a dirty driver. That's just one possibility in one genre.
The old NASCAR Thunder games had this around 2005...
There was Tyranny, but I canr believe there was nothing about Tyranny character creation.
Algorithm engagement :D
There making a wonder woman game with the nemesis system, hope it's good.
I'm a simple guy, let me respec my character if they have a skill tree. That's pretty much it.
Sounds like Black Geyser's "greed mechanic" wasn't noteworthy enough.
I liked it, I usually just try not to include a ton of cRPGs into these videos, as most of my audience is quite aware I like them I'd say lol
That's a shame that a system in a game is copyrighted. (Nemesis). Sounds really interesting und would fit & benefit probably many other games.
Honestly, the nemesis copyright crap is the sole reason I haven't played those games.
Arkane did similar to Vampyre with both Dishonored and Prey. Not exact but very similar and how it changed the world and how you would be viewed. I just want what the Witcher 2 did and that was making a choice that would lock you out of basically hours of content because of a choice. Choices with meaningful consequences severely lacking in games.
Shame we won't see another Tyranny
Dragon Age Origins, origin system. Actually playing through your background really grounds your character.
It's ridiculious that you can copyright a concept, just shows how our copyright system needs a rework.
@@jmmywyf4lyf its true that somebody's hard work should be protected but others should be able to use the idea just not your code
@@jmmywyf4lyf What don't you understand here? An Engine doesn't equal a concept.
The fact it's copyrighted prevents others from using the concept out of fear of copyright claims and the likes. It's a terrible system and your attempt to drag in "an engine" into it is just silly.
@@jmmywyf4lyf Yes you are, because your example sucks. Already what companies make is protected by intellectual rights laws even without a copyright, you can't just copy what a company did without permission. A copyright makes that claim stronger. It's how artists online have the rights to their creation depending on the platform and so on. The same goes for other intellectual rights.
Besides your whole idea of "reverse engineer it" and your good is absurd, that's not how the system works. And the products stemming from that reverse engineering would be subject to copyright claims. That's why the copyrighting of such a broad term in through the copyrighting of the code or workings of the nemesis system itself is a slippery slope. Especially with the use or loose it way of how copyright ownership works, as in sue people who infringe or you'll loose your copyright.
Not sure how you don't see the clear limitation on inventiveness this makes and the flaws in the current copyright system.
@@jmmywyf4lyf You are aware that courts decide whether something is copied right? Rebuilding something from the ground up with strong similarities would be seen as copied. Just saying 'make it their own' doesn't change the fact you talk about 'reverse engineering' which is copying.
"Limitations on invention" and "non stop innovation" aren't mutually exclusive, we agree on that right?
Copyright law hasn't changed much in it's long history, so maybe that's a sign we could update it.
Also they can have the rights to the software governing the nemesis system, but the copyright is written in such a way that any form of similar nemesis system in other games can be attacked, hence why other devs will shy away from making such a system to avoid any possible lawsuits.
Don't you follow the news? The makers of 'It takes two' was sued for their name, how can you still pretend an overactive copyright system doesn't have any down sides?
Also I brought up art to further explain the difference between copyright and intellectual property. Something you seem to misunderstand.
What do you not understand about the dangers of a too broad definition of copyrights?
@@jmmywyf4lyf Just give up man, my arguments are solid and not emotional, trying to turn them into that is just sad.
One anecdotal piece of evidence doesn't mean anything. Moreover it's a terrible one, 'has publicly sworn', so he just thinks right?
If that's the best you can come up with, it's good that you will stop replying, it's just pointless.
free comment.
mine is (which doesn't used anywhere else even in future piranha bytes games) gothic knockout system. if you start a fight in gothic town, and you defeat your foe, they won't die, instead they goes into "KO" state and you can steal their items. if you attack again, your character will perform a finishing attack and will kill the other guy for good.
the same rule apply for you too. if you lost a fight in town, you lost you will be KO'd and your opponent will take half of your gold.
this imo, creates a non permanent opportunity to play as a legitimate jackass without being a straight up murderous bastard, or simce the NPCs in gothic are mostly assholes, it can be use to teach your bullies some lessons in manners after you leveled up enough. the NPC react accordingly too. if you beat them once, they will usually treat you more nicely or at least they will be neutral towards you instead of bullying you.