We have a Steam curator now. You should be following it. https://store.steampowered.com/curator/44994899-RPGHQ/

Setting specific mechanics

For discussing role-playing video games, you know, the ones with combat.
Ignore Topic
User avatar
rusty_shackleford
Site Admin
Posts: 45828
Joined: Feb 2, '23
Gender: Watermelon

Geolocation

Adventurer's Guild

Setting specific mechanics

Post by rusty_shackleford »

I know I've posted more than a couple times that Repair & Crafting mechanics in the later Fallout games, similar post-apoc, etc., feels very fitting and tends to not bother my dislike for crafting in RPGs.

My biggest dislike for crafting actually isn't that it's mechanically bad(it often is), but that it's not thematically appropriate. In a standard fantasy setting, being a master craftsman is a lifetime of work & dedication.

I can accept a wandering fighter learning how to repair his armor well enough until he can get it to an actual professional. Hammer out dents, patch up torn padding, etc., Sure. But forging entire weapons or being able to pristine repair complex, intricate armor? Nah. Henry in KCD is an example of an aversion to this(despite there not being a full blacksmithing system, cut due to time/budget) because it thematically fits with the character being a blacksmith's apprentice.

In a game like Fallout 3/NV, I can understand that my character finds some old world literature or pays someone to learn how to strip parts off of one gun and put it onto an identical or similar enough gun for repairs or even upgrades. Likewise, learning how to hand-load ammo is something you can learn in a reasonable timeframe. Underrail is probably pushing it more to the limits of what I'm willing to accept in terms of what crafting can make.

:scratch-pipe:

What are mechanics that are, or should be, setting-specific? What about mechanics that widely get used outside of their specific settings and don't translate well? I can only think of crafting for the latter, but there's probably more.
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
Tangerine
Posts: 3660
Joined: Dec 1, '24

Geolocation

Adventurer's Guild

Post by Tangerine »

A barter/haggle skill in any contemporary-set game feels out of place.
User avatar
Oyster Sauce
Site Moderator
Posts: 11410
Joined: Jun 2, '23

Geolocation

Adventurer's Guild

Post by Oyster Sauce »

Tangerine wrote: September 8th, 2025, 23:06
A barter/haggle skill in any contemporary-set game feels out of place.
When I worked for a call center, Indians would constantly try to haggle the price of cricket TV channels
User avatar
MrTwinkls
Posts: 648
Joined: Mar 12, '24

Geolocation

Post by MrTwinkls »

******* poorly implemented stealth mechanics in every **** game doesn't make sense to me. The only two games I played where stealth was satisfying were not RPGs. First one is the old online FPS shooter NEOTOKYO (you could use optic camo to fool other players but they too had different interesting ways to counter it) and the second one is TF2 (Spy).
► Show Spoiler
User avatar
Tangerine
Posts: 3660
Joined: Dec 1, '24

Geolocation

Adventurer's Guild

Post by Tangerine »

Oyster Sauce wrote: September 8th, 2025, 23:24
Tangerine wrote: September 8th, 2025, 23:06
A barter/haggle skill in any contemporary-set game feels out of place.
When I worked for a call center, Indians would constantly try to haggle the price of cricket TV channels
Did it work?
User avatar
Val the Moofia Boss
Turtle
Turtle
Posts: 4280
Joined: Jun 3, '23

Geolocation

Adventurer's Guild

Post by Val the Moofia Boss »

Levelling up and spontaneously learning new abilities usually do not make sense in the story. Your character suddenly knows how to perform some elaborate technique or magic spell that he couldn't a second ago. Class quests where a character reaches a high enough level and then goes to an NPC and gets taught how to perform a technique are pretty immersive. Sadly these don't seem to be in vogue anymore.

The orbment system in Trails is pretty appropriate. Every playable character has acquired an easily affordable or a NGO distributed magitek device called an Orbment that can cast spells, with different refined crystals called quartz being swapped in and out of the orbment to cast different spells. So learning new arts is tied to quartz acquisition. There is also a section in the second Sky game where the villains activate a huge region wide phenomena called the Orbal shutdown, which disables most orbments, including preventing the player characters from spellcasting unless they have an accessory equipped that protects their orbment from the jamming. Things get weird when Falcom copypasted the system for a one off action game called Tokyo Xanadu, but in that game there is no real explanation for the orbment-esque system there.

In Final Fantasy XIV, your character equips a job crystal, which contains the memories and techniques of its previous owners. So as you "level up" the job, your time spent having worn the crystal is allowing you to access more and more of the memories of the prior bearers and draw upon their techniques.

I feel that levelling is often not tuned correctly. Most game plots take place over a few weeks. It is preposterous for a character to go from a level 1 "I swing my sword clumsily because I have never been trained to swing a sword before" to a level 90 character, as if he is equivalent to this other level 90 character who is a middle aged master swordsman who has 30+ years of experience. By the end of a plot spanning a few weeks, the novice character should be level 20 at best. It seems like game designers are unimaginative and can't figure out how to design campaigns or missions where a level 20 character is still useful when a level 90 present, so everyone gets flattened into being the same average level range when the characters in the story are most certainly not.

MrTwinkls wrote: September 8th, 2025, 23:33
******* poorly implemented stealth mechanics in every **** game doesn't make sense to me. The only two games I played where stealth was satisfying were not RPGs. First one is the old online FPS shooter NEOTOKYO (you could use optic camo to fool other players but they too had different interesting ways to counter it) and the second one is TF2 (Spy).
► Show Spoiler
I am reminded of a story someone told me, about how a computer technician at a school lost his keys and then went around the classrooms trying to stealthily search for his keys on the floor, crouching and looking suspicious. He got fired. KCD was on the right track with a "conspicuousness" stat that accounted for guards catching a guy dressed all in black, but IIRC it didn't account for people crouching as if they are trying not to be seen. That should get you confronted immediately. But if you go further down this rabbit hole of realism, you're gonna wind up at the player getting kicked out for entering random people's houses, and then have to ask why even model the inside of most people's houses, etc.
Last edited by Val the Moofia Boss on September 8th, 2025, 23:48, edited 1 time in total.
User avatar
Jason Bright
Posts: 183
Joined: Aug 23, '23

Geolocation

Post by Jason Bright »

MrTwinkls wrote: September 8th, 2025, 23:33
******* poorly implemented stealth mechanics in every **** game doesn't make sense to me. The only two games I played where stealth was satisfying were not RPGs. First one is the old online FPS shooter NEOTOKYO (you could use optic camo to fool other players but they too had different interesting ways to counter it) and the second one is TF2 (Spy).
► Show Spoiler
Every time I watch Ghost in the Shell I want to play a game with the optic camo and bullet effects of that movie.
Last edited by Jason Bright on September 9th, 2025, 00:15, edited 1 time in total.
User avatar
rusty_shackleford
Site Admin
Posts: 45828
Joined: Feb 2, '23
Gender: Watermelon

Geolocation

Adventurer's Guild

Post by rusty_shackleford »

MrTwinkls wrote: September 8th, 2025, 23:33
******* poorly implemented stealth mechanics in every **** game doesn't make sense to me. The only two games I played where stealth was satisfying were not RPGs. First one is the old online FPS shooter NEOTOKYO (you could use optic camo to fool other players but they too had different interesting ways to counter it) and the second one is TF2 (Spy).
► Show Spoiler
Only one, maybe two games in video game history have good stealth: Hitman (social stealth), and perhaps Thief.
And it's most definitely not any RPG, every RPG has complete *** stealth at the best.
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
rusty_shackleford
Site Admin
Posts: 45828
Joined: Feb 2, '23
Gender: Watermelon

Geolocation

Adventurer's Guild

Post by rusty_shackleford »

Val the Moofia Boss wrote: September 8th, 2025, 23:47
I feel that levelling is often not tuned correctly. Most game plots take place over a few weeks. It is preposterous for a character to go from a level 1 "I swing my sword clumsily because I have never been trained to swing a sword before" to a level 90 character, as if he is equivalent to this other level 90 character who is a middle aged master swordsman who has 30+ years of experience. By the end of a plot spanning a few weeks, the novice character should be level 20 at best. It seems like game designers are unimaginative and can't figure out how to design campaigns or missions where a level 20 character is still useful when a level 90 present, so everyone gets flattened into being the same average level range when the characters in the story are most certainly not.
I like when games address this.
TNO in Planescape Torment? He's recovering his lost memories. It's why he can switch between three classes & levels so quickly.

Probably one of my favorite techniques in game design is incorporating standard mechanics into the design/story itself.
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
rusty_shackleford
Site Admin
Posts: 45828
Joined: Feb 2, '23
Gender: Watermelon

Geolocation

Adventurer's Guild

Post by rusty_shackleford »

rusty_shackleford wrote: September 9th, 2025, 00:18
Probably one of my favorite techniques in game design is incorporating standard mechanics into the design/story itself.
Another example:
Can't remember if it was FFXIV, Xenoblade, or perhaps both, but it incorporated the main character being able to see a short period into the future as the reason you get warnings for upcoming dangerous attacks
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
Val the Moofia Boss
Turtle
Turtle
Posts: 4280
Joined: Jun 3, '23

Geolocation

Adventurer's Guild

Post by Val the Moofia Boss »

rusty_shackleford wrote: September 9th, 2025, 00:20
rusty_shackleford wrote: September 9th, 2025, 00:18
Probably one of my favorite techniques in game design is incorporating standard mechanics into the design/story itself.
Another example:
Can't remember if it was FFXIV, Xenoblade, or perhaps both, but it incorporated the main character being able to see a short period into the future as the reason you get warnings for upcoming dangerous attacks
That was Xenoblade. It was used well to heighten the anxiety of a climatic boss battle towards the end of the game, when you see a vision of the villain taking control of the enemy Titan and bringing its humongous sword down into your home titan. Pretty much a DPS enrage timer.
User avatar
rusty_shackleford
Site Admin
Posts: 45828
Joined: Feb 2, '23
Gender: Watermelon

Geolocation

Adventurer's Guild

Post by rusty_shackleford »

Val the Moofia Boss wrote: September 8th, 2025, 23:47
I feel that levelling is often not tuned correctly. Most game plots take place over a few weeks. It is preposterous for a character to go from a level 1 "I swing my sword clumsily because I have never been trained to swing a sword before" to a level 90 character, as if he is equivalent to this other level 90 character who is a middle aged master swordsman who has 30+ years of experience. By the end of a plot spanning a few weeks, the novice character should be level 20 at best. It seems like game designers are unimaginative and can't figure out how to design campaigns or missions where a level 20 character is still useful when a level 90 present, so everyone gets flattened into being the same average level range when the characters in the story are most certainly not.
Need more RPGs willing to commit to an approximate timeline at least. Might get devs thinking about how silly having so much happen in a short period is.
I guess, maybe, it feels punishing. Especially if you want to do sequels. But I'd actually be more forgiving of a power reset between games than a rapid power curve with no real sense of time progression.
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
rusty_shackleford
Site Admin
Posts: 45828
Joined: Feb 2, '23
Gender: Watermelon

Geolocation

Adventurer's Guild

Post by rusty_shackleford »

Even the chapter system used by Gothic is quite good. For those that haven't played, when you finish a chapter the entire game world advances(an unspecified?) amount of time. It lets you easily reuse areas too, which is something developers love to do anyways.
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
rusty_shackleford
Site Admin
Posts: 45828
Joined: Feb 2, '23
Gender: Watermelon

Geolocation

Adventurer's Guild

Post by rusty_shackleford »

rusty_shackleford wrote: September 9th, 2025, 00:18
Val the Moofia Boss wrote: September 8th, 2025, 23:47
I feel that levelling is often not tuned correctly. Most game plots take place over a few weeks. It is preposterous for a character to go from a level 1 "I swing my sword clumsily because I have never been trained to swing a sword before" to a level 90 character, as if he is equivalent to this other level 90 character who is a middle aged master swordsman who has 30+ years of experience. By the end of a plot spanning a few weeks, the novice character should be level 20 at best. It seems like game designers are unimaginative and can't figure out how to design campaigns or missions where a level 20 character is still useful when a level 90 present, so everyone gets flattened into being the same average level range when the characters in the story are most certainly not.
I like when games address this.
TNO in Planescape Torment? He's recovering his lost memories. It's why he can switch between three classes & levels so quickly.

Probably one of my favorite techniques in game design is incorporating standard mechanics into the design/story itself.
I'm surprised prescience doesn't come up more in video games since it's such a natural thing when combined with the ability to save/load games.
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
Cipher
Posts: 1002
Joined: Jan 6, '24

Geolocation

Post by Cipher »

I am not one of those "Kreya is right" fans but one thing I really liked in the Sith Lords is that they integrated the extremely vertical power creep of D&D3rd edition leveling and the NPC influence system into the story. Also, in reference to Rusty, since the Exile is a Jedi, he gets to "feel" danger and the game then warns the player to save before something important happens.

I really like when the devs go the extra mile to integrate gameplay and story.

Final Fantasy Tactics uses a stat called "Faith" as a key variable in the power of most magic abilities. Both Faith and Brave can be affected to go up and down permanently, even if this process is slow. Too much Faith, however, and the character leaves the roster to join a monastery. The same thing happens with too low Brave, the character abandons the party as it doesn't have the will to fight anymore.

In Ogre Battle and Ogre Battle 64, your dead units remain in your squad. You need to go to a Church to have them revived. However, if you don't there's a chance they rise again as zombies. Those games have a lot of obtuse mechanics but I really like that Matsuno fought to make it so most mechanics made sense given the setting and not just in the pursue of the "gameplay loop".

Of course, everyone here knows about the Baldur's Gate games that use a fatigue system, day and night cycles and thus, there are points when you have to wager moving forward while fatigued or resting. However, when resting in the wild you can be waylaid by bandits, monsters or wild animals. It is very surprising that people didn't request these features in the following fantasy RPGs. I don't recall the last "open world" or cRPG that used those mechanics. BG1 also has the metallic equipment randomly breaking due to the iron mines being poisoned. And, accordingly, this stops once you advance the story enough to sort that out. This is what redditors don't understand. It wasn't just "nostalgia" for the infinity games or even for AD&D. It was all these little details that made the adventure feel real, specially as a 13 year old kid like most of us were when we experienced the game for the first time.
User avatar
maidenhaver IV
Posts: 214
Joined: Sep 10, '25

Geolocation

Post by maidenhaver IV »

If your spy rpg doesn't have a high-speed chase sequence/mechanic, then its subversive trash.
User avatar
Jordy
Posts: 4630
Joined: Dec 5, '23
Location: The Past

Geolocation

Post by Jordy »

maidenhaver IV wrote: September 10th, 2025, 20:19
If your spy rpg doesn't have a high-speed chase sequence/mechanic, then its subversive trash.
Now there's four of him?!
User avatar
rusty_shackleford
Site Admin
Posts: 45828
Joined: Feb 2, '23
Gender: Watermelon

Geolocation

Adventurer's Guild

Post by rusty_shackleford »

Oyster Sauce wrote: September 8th, 2025, 23:24
Tangerine wrote: September 8th, 2025, 23:06
A barter/haggle skill in any contemporary-set game feels out of place.
When I worked for a call center, Indians would constantly try to haggle the price of cricket TV channels
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
rusty_shackleford
Site Admin
Posts: 45828
Joined: Feb 2, '23
Gender: Watermelon

Geolocation

Adventurer's Guild

Post by rusty_shackleford »

[Barter critical failure]
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
Manny V
Posts: 1650
Joined: Mar 19, '24
Location: Castle Drakenhof, Sylvania

Geolocation

Post by Manny V »

saar i can set up the naughty channels for your google box just $99.99 payment pls saar
User avatar
J1M
Turtle
Turtle
Posts: 5103
Joined: Feb 15, '23

Geolocation

Adventurer's Guild

Post by J1M »

Tangerine wrote: September 8th, 2025, 23:06
A barter/haggle skill in any contemporary-set game feels out of place.
Add "selling things to a store" to this. That only works at shops where the owner is manning the till.
User avatar
J1M
Turtle
Turtle
Posts: 5103
Joined: Feb 15, '23

Geolocation

Adventurer's Guild

Post by J1M »

A unified currency accepted across multiple continents only makes sense in a futuristic setting. (Or alternatively it's set in the past and uses hacksilver.)
User avatar
rusty_shackleford
Site Admin
Posts: 45828
Joined: Feb 2, '23
Gender: Watermelon

Geolocation

Adventurer's Guild

Post by rusty_shackleford »

J1M wrote: September 21st, 2025, 14:32
A unified currency accepted across multiple continents only makes sense in a futuristic setting. (Or alternatively it's set in the past and uses hacksilver.)
I've seen America go from a unified currency to a country of a million minor currencies and a major currency controlled by a cartel the government is powerless against.
And that's just America.

I dunno.

To be clear I assume any protagonist in a modern or future era rpg has a notoriety level of at least rpghq and is therefore widely depersoned
Last edited by rusty_shackleford on September 21st, 2025, 14:39, edited 1 time in total.
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
J1M
Turtle
Turtle
Posts: 5103
Joined: Feb 15, '23

Geolocation

Adventurer's Guild

Post by J1M »

Resurrection is not really given appropriate in-game treatment. I've seen a few fantasy games mention it as a consideration (Solasta?), but if that exists in the setting you can't just kill someone to solve a problem and it should be common enough that people are in deep debt for having a will that asked for resurrection that there is a special term for people in that situation.

Quests should exist that involve gathering enough money to resurrect someone, quests that involve killing someone need to prevent it, notable villain can surprise-return via the mechanism, etc.
User avatar
J1M
Turtle
Turtle
Posts: 5103
Joined: Feb 15, '23

Geolocation

Adventurer's Guild

Post by J1M »

rusty_shackleford wrote: September 21st, 2025, 14:36
J1M wrote: September 21st, 2025, 14:32
A unified currency accepted across multiple continents only makes sense in a futuristic setting. (Or alternatively it's set in the past and uses hacksilver.)
I've seen America go from a unified currency to a country of a million minor currencies and a major currency controlled by a cartel the government is powerless against.
And that's just America.

I dunno.

To be clear I assume any protagonist in a modern or future era rpg has a notoriety level of at least rpghq and is therefore widely depersoned
I was talking about what shops would accept and provide change in, but that topic in general sounds like it might be worth its own thread. Whether or not the real future has a unified currency, it is thematically appropriate for a sci-fi setting.

I am actually surprised that game designers haven't realized they could chunk their economy balancing work into more manageable tasks by having a different currency when you go to a new country/continent in an RPG.
Last edited by J1M on September 21st, 2025, 14:43, edited 1 time in total.
User avatar
Mikeal
Posts: 47
Joined: Feb 16, '23

Geolocation

Post by Mikeal »

Tangerine wrote: September 8th, 2025, 23:06
A barter/haggle skill in any contemporary-set game feels out of place.
It makes sense when you're buying on black market or from under the counter. Or in war torned country.