We have a Steam curator now. You should be following it. https://store.steampowered.com/curator/44994899-RPGHQ/
Chat client updated, if you have issues using chat press CTRL + SHIFT + R to force a hard refresh.

Neat ideas in RPG viddy games

For discussing role-playing video games, you know, the ones with combat.
Ignore Topic
User avatar
rusty_shackleford
Site Admin
Posts: 45466
Joined: Feb 2, '23
Gender: Watermelon

Geolocation

Adventurer's Guild

Neat ideas in RPG viddy games

Post by rusty_shackleford »

Splitting this off from the various thoughts thread.
Just going to post ideas that I thought were neat when I encounter them. :popcorn2:
Feel free to post anything you thought was a neat idea you don't see too frequently.
rusty_shackleford wrote: April 2nd, 2025, 23:35
Being able to cannibalize weapons — either identical or similar enough — to repair your weapon was a really cool idea. Dunno if it originated with Fallout 3, but it's the first game I can think of with it.
It's something that fits into that specific setting very well.

Arcanum's Fate Points. Somewhat common mechanic in tabletop that has rarely been seen in CRPGs.
https://arcanum.fandom.com/wiki/Fate_Points
Fate Points are part of a game mechanic which allows the player to directly affect the outcome of a situation. They are mostly earned through solving important or story-related quests, killing reputable characters, and so on.
Image
Thank you for your attention to this matter!
Steam friend code: 40552640 https://steamcommunity.com/friends/add | email: [email protected]
Having trouble running an old Windows game?
Rusty's Stuff Collection

Tags:
User avatar
Val the Moofia Boss
Turtle
Turtle
Posts: 4198
Joined: Jun 3, '23

Geolocation

Adventurer's Guild

Post by Val the Moofia Boss »

Timed dialogue choices in Sakura Wars, which makes the visual novel half of the game more engaging. If the timer runs out, the player character remains silent. Sometimes, remaining silent is the right answer. Depends on the character you are talking to and the situation. These dialogue options can be spontaneous and affect gameplay a little bit. One timed dialogue that pops up during a battle forces you to recall the color a ribbon a girl was wearing earlier in the morning; failure to do so makes her demoralized and lowers her stats during the battle. In Sakura Wars V, you can angle your thumbstick to control the intensity of your response, which is a little difficult and stressful to do on a timer, trying not to whisper too low or shout in their face. Or shouting on purpose to be heard outside of the room. Depends upon the situation.

In Sakura Wars, you can mouse the cursor over a character's portrait to read their internal thoughts.

Sakura Wars 5: using the timed dialogue to simulate the protagonist's temptation. There is a moment where Gemini goes to another room, and you get a very long timed dialogue choice where your character is sitting at a table with Gemini's diary on it. If you don't immediately choose to read the diary, you're just sitting there seeing the timer bar fill and hearing the timer beep, for a full minute, and the option to end all and read her secrets is right there. Ofcourse you're going to read it (and get caught).

Final Fantasy VII: Wandering the overworld and seeing the huge Weapon mecha superbosses wandering around was pretty scary.

Final Fantasy IX: there is a scripted moment in the overworld in disc 1 where as you approach the world's most affluent city of Lindblum, you see other airships traveling to and fro that city on the overworld. It made the world feel more alive, like there were other people out there moving around besides your party, and also illustrated Lindblum as a trading center. Sadly it doesn't happen in regular gameplay, but I wish it had.

Animal Crossing: I like how if you spent enough money at Tom Nook's shop, he would close down the store for a day and then the next day you would come and see it completely revamped into a larger store with a different aesthetic, and there were several tiers of upgrades/revamps to look forward to seeing. I wish more games had done this with their stores.

Final Fantasy X: the game design incentivized you to use every character. Ie, switch in Auron to shatter the armor of heavily armored enemies. Switch in Tidus because he is fast enough to hit the wolves who would dodge otherwise. Switch in Wakka so he can use his ranged weapon to hit flying enemies that melee characters can't reach. Switch in Rikku and have her rip out the wires of mechs. Etc.

Zwei 1: you play as a duo of protagonists. The NPC dialogue and the flavor text you get from walking up to and interacting with objects (protagonist's internal thoughts) change depending upon which character you are controlling. Same thing with mousing over items in your inventory, the blurbs are different depending on which character you control.

Chronicles of Narnia: there is a level where you have to cross over a frozen lake, but if you use the heavier characters like Peter and Susan, they will break the ice and fall and drown. So you have to switch to the smaller and lighter Lucy and have her chart a safe path across first.

Final Fantasy XII: the geography of the environment changes depending upon the season. When you first visit the Giza Plains, it is dry and you can run across the riverbeds at any point, but when you return to it later it is wet and the river beds are filled up with water and you have to run across bridges at certain points. Also, different more dangerous mobs like alligators are present. It would be nice if more games had their environments change like this, ie a waterfall freezing in winter or snow piling up that you can traverse to access a new area.

Image


The Last Remnant: dynamic final boss difficulty. In most JRPGs, if you are completionist, then the optional superboss will be the hardest and the story final boss will be underwhelming after that. But in TLR, the story final boss because more powerful the more side content you complete. If you beat everything then he will be harder than even the optional superbosses like The Fallen. Completing certain quests also gives the final boss new abilities because he acquired new Remnants.

Xenoblade Chronicles: Right as you set out from town on your journey at level 10, you find a big level 80 monster in the middle of the field that you cannot fight and must navigate around, and you are constantly looking over your shoulder for it. These monsters are placed throughout your journey. It's immersive, as many times in a video games it feels like the mobs you encounter were most conveniently just strong enough for you, whereas these guys at the top of the food chain do not care about your level and you cannot fight them at that point. It is satisfying to come back later and challenge them for real.

Final Fantasy XIV: the NPC party members will each resolve dungeon boss mechanics differently. In Dohn Mheg's final boss fight, there is a chasm that must be crossed. Thancred will leap across the chasm. Urianger will cast a teleportation spell to port to the other side. Ryne will slowly walk across the planks it trying to maintain her balance. Alisae will sprint across the planks to the other side. In Ktisis Hyperboreia, the first boss turns invisible. Alphinaud will look down for footprints in the snow, while Alisaie uses magic to blast the area, while Urianger teleports out at the last second, etc.

Trails series: sense that the world exists outside of the player. Every NPC's dialogue updates after time advances or an important plot event occurs. Every NPC has a storyline to follow. New newspapers come out every chapter or whenever a major event happens. Starting with the Cold Steel games, there is a calendar that gives you LotR-esque exact dates and months when things are happening.

Trails to Azure: There is a scene where a character tells you to observe a train passing by. The camera pans over the interiors of the three passenger cars populated by NPCs, and then the character asks you to recount how many passengers were on the train. Makes you pay more attention to what's going on.

Trails of Cold Steel 2, 3, Trails through Daybreak 1: you can find major antagonists (including the big bad in CS3 and Daybreak 1) as seemingly random background NPCs out in the world before they are introduced in the main story, let alone revealed as big bads.
► Trails of Cold Steel 3
► Trails Through Daybreak 1

Trails of Cold Steel 2, Trails Through Daybreak 2: The main menu screen depicts a scene depending on where your last save was at in the story.

Warframe: Missions objectives could dynamically change, with a rescue mission turning into an assassination mission mid way through. (Was eventually removed because players just wanted to farm the same mission type over and over again without it changing).

Starcraft 2 Legacy of the Void: When you click to begin the final mission, the big bad immediately invades the mission briefing room, which was surprising and hyped him up as a threat.

The Banner Saga 2: Juno enchants your map so you can see the huge radius of the darkness expanding as you advance across the world, which was threatening.

Final Fantasy XV: when night falls, you want to set up camp and go to bed. You get a scene of your characters eating together, and your total exp earned for that day is tallied up.
User avatar
rusty_shackleford
Site Admin
Posts: 45466
Joined: Feb 2, '23
Gender: Watermelon

Geolocation

Adventurer's Guild

Post by rusty_shackleford »

Val the Moofia Boss wrote: April 4th, 2025, 06:06
(Was eventually removed because players just wanted to farm the same mission type over and over again without it changing).
Lame.
I liked when you'd get intrusions in your mission that would try to assassinate/capture you. It made them feel much more dynamic.
Thank you for your attention to this matter!
Steam friend code: 40552640 https://steamcommunity.com/friends/add | email: [email protected]
Having trouble running an old Windows game?
Rusty's Stuff Collection
User avatar
Tadeusz
Posts: 570
Joined: Dec 28, '24

Geolocation

Adventurer's Guild

Post by Tadeusz »

I wish more games had something like castle management in NWN2 original campaign - it serves as a good money sink and also allows to shape the castle to your own liking. Also, NWN2 OC and Mask of the Betrayer had companion influence systems which affected some of their available dialogues and behaviour in story moments so that's also something that i'd like to see more.
Planescape: Torment had cool cinematics to some of the spells like Mechanus cannon (don't remember the precise name). It's certainly not to be overused but I think it's neat.
User avatar
UltraFan123
Posts: 2647
Joined: May 25, '24
Gender: Potato

Geolocation

Post by UltraFan123 »

Val the Moofia Boss wrote: April 4th, 2025, 06:06
Xenoblade Chronicles: Right as you set out from town on your journey at level 10, you find a big level 80 monster in the middle of the field that you cannot fight and must navigate around, and you are constantly looking over your shoulder for it. These monsters are placed throughout your journey. It's immersive, as many times in a video games it feels like the mobs you encounter were most conveniently just strong enough for you, whereas these guys at the top of the food chain do not care about your level and you cannot fight them at that point. It is satisfying to come back later and challenge them for real.
This is a genuinely great idea and I do hope more games implemented stuff like this.
User avatar
UltraFan123
Posts: 2647
Joined: May 25, '24
Gender: Potato

Geolocation

Post by UltraFan123 »

Tadeusz wrote: April 4th, 2025, 06:18
I wish more games had something like castle management in NWN2 original campaign - it serves as a good money sink and also allows to shape the castle to your own liking.
The closest thing to this that I'm aware of is Kingmaker's country management that allows you to shape how your nation develops, but I do agree that NWN2's castle management was very neat and I haven't seen anything exactly like it again.
Tadeusz wrote: April 4th, 2025, 06:18
Planescape: Torment had cool cinematics to some of the spells like Mechanus cannon (don't remember the precise name). It's certainly not to be overused but I think it's neat.
Yeah, the animation of that spell was super neat.

But my personal favorite spell will always be Celestial Host.

I believe that if it weren't for the impatience of the younger generation of gamers, more modern fantasy RPGs would have amazing-looking spells like Torment did.
User avatar
rusty_shackleford
Site Admin
Posts: 45466
Joined: Feb 2, '23
Gender: Watermelon

Geolocation

Adventurer's Guild

Post by rusty_shackleford »

UltraFan123 wrote: April 4th, 2025, 07:19
I believe that if it weren't for the impatience of the younger generation of gamers, more modern fantasy RPGs would have amazing-looking spells like Torment did.
If an action takes more than one tenth of a second you've already used up all my patience.
Thank you for your attention to this matter!
Steam friend code: 40552640 https://steamcommunity.com/friends/add | email: [email protected]
Having trouble running an old Windows game?
Rusty's Stuff Collection
User avatar
MrTwinkls
Posts: 645
Joined: Mar 12, '24

Geolocation

Post by MrTwinkls »

Teleporter Pyramids in Original Sin 2 were amazing. But what if we take a step further and make them portable active portals? With such a tool even with some needed restrictions the possibilities are limitless.
User avatar
rusty_shackleford
Site Admin
Posts: 45466
Joined: Feb 2, '23
Gender: Watermelon

Geolocation

Adventurer's Guild

Post by rusty_shackleford »

MrTwinkls wrote: April 4th, 2025, 07:57
Teleporter Pyramids in Original Sin 2 were amazing. But what if we take a step further and make them portable active portals? With such a tool even with some needed restrictions the possibilities are limitless.
They're in some of the other Larian games too.
https://divinity.fandom.com/wiki/Teleporter_Pyramid

I think Divinity 2(Not DOS2) lacks them, iirc.

I'm pretty sure it was a feature lifted from Ultima 7: https://wiki.ultimacodex.com/wiki/Virtue_Stones
Thank you for your attention to this matter!
Steam friend code: 40552640 https://steamcommunity.com/friends/add | email: [email protected]
Having trouble running an old Windows game?
Rusty's Stuff Collection
User avatar
MrTwinkls
Posts: 645
Joined: Mar 12, '24

Geolocation

Post by MrTwinkls »

rusty_shackleford wrote: April 4th, 2025, 08:01
MrTwinkls wrote: April 4th, 2025, 07:57
Teleporter Pyramids in Original Sin 2 were amazing. But what if we take a step further and make them portable active portals? With such a tool even with some needed restrictions the possibilities are limitless.
They're in some of the other Larian games too.
https://divinity.fandom.com/wiki/Teleporter_Pyramid

I think Divinity 2(Not DOS2) lacks them, iirc.

I'm pretty sure it was a feature lifted from Ultima 7: https://wiki.ultimacodex.com/wiki/Virtue_Stones
Let's hope it will be back in Ultima VII: Revisited.
User avatar
Cipher
Posts: 988
Joined: Jan 6, '24

Geolocation

Post by Cipher »

UltraFan123 wrote: April 4th, 2025, 07:13
Val the Moofia Boss wrote: April 4th, 2025, 06:06
Xenoblade Chronicles: Right as you set out from town on your journey at level 10, you find a big level 80 monster in the middle of the field that you cannot fight and must navigate around, and you are constantly looking over your shoulder for it. These monsters are placed throughout your journey. It's immersive, as many times in a video games it feels like the mobs you encounter were most conveniently just strong enough for you, whereas these guys at the top of the food chain do not care about your level and you cannot fight them at that point. It is satisfying to come back later and challenge them for real.
This is a genuinely great idea and I do hope more games implemented stuff like this.
This is why games with level scaling suck and Wizard of the Coast's dragon game with its "challenge rating" to "build fAiR and BaLaNcEd encounters" suck as well. Let monsters be monsters. Let them be scary. Let them be deadly. Let me decide to fight or not. Then, if I decide to fight and win, I actually earned that victory.
User avatar
Tadeusz
Posts: 570
Joined: Dec 28, '24

Geolocation

Adventurer's Guild

Post by Tadeusz »

Dawn of Magic has a cool mechanic called morphing which changes player character's appearance depending on what kind of magic is the most used. There are 8 body slots and morphs not only change appearance but also give some bonuses and sometimes maluses. Some examples:
Scholar_Alch.jpg
Scholar_Air.jpg
Scholar_Bone.jpg
You do not have the required permissions to view the files attached to this post.
User avatar
boot
Posts: 368
Joined: Jul 10, '23

Geolocation

Post by boot »

The legendary black praying mantis in the dark bathroom trick, that yakuza thing
Suspect is transgender
User avatar
Tangerine
Posts: 3593
Joined: Dec 1, '24

Geolocation

Adventurer's Guild

Post by Tangerine »

I liked Breath of Fire 2's town building. You didn't do it directly, but you invited specialists to construct buildings and others to run shops and services. Depending on which carpenter you recruited, the aesthetic of the town would change.
User avatar
Kalarion
Turtle
Turtle
Posts: 2163
Joined: Feb 2, '23

Geolocation

Adventurer's Guild

Post by Kalarion »

Avernum was the first time I was introduced to spell levels. Each spell had 3 levels. Level 2 was usually just an effectiveness upgrade (+20% damage or whatever), but level 3 had to be found in the world, and could sometimes dramatically change a spell. Level 3 of Haste made it party-wide, and level 3 of Poison Spray turned the poison into acid, for instance.
. wrote:
Kalarion did this a lot better you know.
User avatar
Vergil
Posts: 15670
Joined: Sep 6, '23

Geolocation

Post by Vergil »

rusty_shackleford wrote: April 4th, 2025, 05:08
Being able to cannibalize weapons — either identical or similar enough — to repair your weapon was a really cool idea. Dunno if it originated with Fallout 3, but it's the first game I can think of with it.
It's something that fits into that specific setting very well.
Two Worlds let you do this to power up one weapon so if you collect 10 longswords you can just combine them into 1 super longsword.
I'm just stating the facts.
Question is are you going to gargle the truth or swallow?