RPG Mechanics/Fuck all the shitposts lets talk about vidya

Are there any role playing mechanics that you wan to see introduced in future titles that you haven't seen before?

Shadow of mordor isnt really an rpg but I'd like to see the nemesis system in an actual RPG.

This is kind of a vague topic.

What do you mean role playing mechanics, as opposed to just game mechanics?
Only future titles of select series, or more widespread in general?

This
I want another game like Jade Empire because you were a badass by the end of it and it had such a unique setting.

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I quite liked the idea of developing relationships with other characters for bonuses like Bethesda is known for.

I wonder how hard it would be to implement the nemesis system into a game like TES where you could have unique enemies/allies rise through the ranks in factions.

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Remember to buy PlayStation VR so you can stare at her as Prompto

There is something i want but its not really an addition of mechanics, depends on how you see it.
I want leveling to be utterly and completely neutered

>Player starts off unhealthy/out of shape
>Stats affect character body composition
>Wielding heavier weapons frequently makes swinging said weapons faster, and the character more muscular
>Wielding light weapons and sprinting, makes the character leaner and faster

idk if its good tho

>Wanting shit games to have better RPG mechanics instead of just playing better games

Go play Divinity Original Sin: Enhanced Edition. It's the best RPG in years.

The nemisis system was a rip off of ork culture from 40k. Not that I'm complaining.

More intricate inventory management.

Because, for some reason, I really like managing my inventory. Like, religiously. I like moving things around.

Less intricate inventory management.

Because, for some reason, I really hate managing my inventory. Like, religiously. I like just having an infinite inventory like in Gothic.

Great thread OP.

I want to have the ability to age at some point for more role playing. Throwing you back into the character creator and letting you redesign the character again with a few limits obviously.

Also I want more complex combat, because calling it an rpg doesn't make it less of an action game.

I'd like the idea of doing certain things a lot makes you better at them, but not just because of physical growth, but also technique wise. Making the animations go from clumsy to pure technique with fully efficient body turning and stepping in.

A bit like how in breath of fire 3 you had the main character stick his sword out in panic when attacking at the beginning of the game and at a certain point he would stop doing that because he needed to protect a girl.

>strategy game
>each castle/homebase as a Tetris-like storage facility, which you must use to hold everything there
>carts have Tetris-like inventory spaces as well, by the size of the cart, which items must be placed for transport
>to transport items between locations, load them up into the cart and fit them into the receiving castle

For maximum fun there should still be some kind of system where you learn from a teacher to level up your skill though, because you can't become a perfect swordsman just by flailing around enough

I'd like to see a mechanic based around reputation and indirect allegiance, where the NPCs can make assumptions based on what they've HEARD you do, not just what you actually do.
Like if you help out a landlord to retrieve some rent you will be more known, but you will be negatively perceived by the poor but seen positively by land and business owners. This could affect what jobs you get or build hostilities between groups you are a part of.

>The nemisis system was a rip off of ork culture from 40k

How so?

How about a "morality" system, but rather than just good/evil, it's aligned towards different factions and NPCs react according to how much the like or hate a particular faction. Something like, if you assist Faction A in an attack against Faction X, then people associated with Faction A like you while people associated with Faction X dislike you.

I'd say it would be more interesting if there was a general good/evil morality alongside that, so you could have some characters who have high moral concerns but low national alliance get upset if you torch an orphanage in an enemy city. And you could have some characters with high national alliance but low moral concerns, who praise you for getting them when they're young. But I don't have much confidence that game developers would be able to do something that complex when they're still stuck on red/blue morality like they are now.

Have you played the Gothic games?
Because they pretty much do this.

Don't they just give XP for killing things and you spend those XP with a trainer?
I don't remember becoming better at swording while swording

Devs were already doing that before Bioware popularized the blue bar/red bar morality system, if you think about it. For example, in Deus Ex your morality is completely tied to the world rather than your character. You can make decisions, those decisions (ideally) change the world and the sum of those changes is JCs morality. Characters will react differently to you based on the choices you made, but the game keeps its morality ambiguous by not handing out good/bad guy points. In the end, you have to decide for yourself if you did the right thing or not.

It has been 0 posts since someone brought up Deus Ex

New vegas

I wish there was more to magic and religion than there is in most games.
Take TES for instance, you learn new spells instantly from reading books and get blessings from pressing a button prompt by an altar/shrine.
Are there any RPGs that let me explore the religion of a world and practise continual worship for greater blessings? Or a magic system where I must slowly develop skills in fire/shock/ice/whatever to improve my character's ability with certain spells?

Yeah, that's something that Morrowind did. But Gothic did reflect your growth in technique rather than raw numbers, as your characters would swing his weapon differently the higher his skill level was. The difference between being untrained and the first level of training was especially huge.

You literally just described Fallout: New Vegas

This. And having high intelligence/wisdom gives you better intuition, and understanding, therefore you can analyse your own training and attack patterns and improve. Having a low intelligence/wisdom has the opposite effect, you're basically just a rertarded thug.

The ability to climb mountains.

I would like RPG's to play like RPG's. Modern mainstream gamers have a very skewed view on what an RPG really means. All these modern games have little to no actual stats, builds, character developement, little to no actual interaction with factions/the world and so on.
I feel like that the word RPG doesnt mean anything anymore. Morrowind was barely an RPG and all the games after that have just joyrided on the fact that "well you can create a character so its an RPG" qualifies it fit that incredibly broad genre.

I'd want to see an RPG where playing as a bard class requires the player to pass a Rhythm-game minigame whenever using a spell or ability, with magnitude related to their success, and extra damage for an S-Rank.

Equipping a different instrument changes the type of minigame (DDR, Guitar Hero, EBA, etc.) you'd have to play, allowing players to use what they're good at.

BrĂ¼tal Legend kinda did this for the solos.

Is the game worth playing through? I picked it up on humble bundle a while ago, played it for a bit and got bored and confused when they introduced that weird micromanagement stuff with the metal heads that you liberate.

That depends on what you consider worth playing
Just make sure you don't try to treat the RTS parts like an actual RTS with strategy and such instead of just spamming units and attacking all the time

I think it's fun, but mostly for the setting and characters. The gameplay is alright if you see it more like a variety show than one single well-designed mode of gameplay, if that makes sense.

How about a fantasy RPG where adventuring is the end goal?
Where a new player running off into the forests searching for bandits and monsters to slay will result in them being beaten and humiliated?
How about where raiding tombs and stealing treasures has a negative affect, like a curse or even a bounty for vandalism? You are destroying thousands of years of history after all, wouldn't people care?

I loved Jade Empire and still do to be honest.

>we will never get another one and even if we did it would be absolute garbage by modern Bioware
I honestly suspect we haven't heard fuck all about it despite it being a Bioware original IP because its stereotypically Chinese setting would be considered too problematic.

How was morrowind hardly an RPG?
It had stats that mattered, so you had to build your character and progress in order to become effective.
The player character actually felt more like a part of the world, as least compared to later TES titles. Factions interacted and the players actions and progression actually had an influence.

Yeah, these games are severely lacking of rpg mechanics.

I feel like something is lost when the game gives you an extensive backstory or makes you a special snowflake from the getgo

This is why Skyrim fails so hard for me, the fact that they tell me "you are the Dragonborn" already ruins a lot of the atmosphere

I don't know much about mechacnics i've yet to enjoy an RPG with great gameplay, i don't know why but sometimes the best RPGs don't have much in the gameplay department

I want witcher senses in every single RPG because I'm a retarded teenager with brain damage

>adventuring is the end goal

So Bethesda games?

>i don't know why but sometimes the best RPGs don't have much in the gameplay department
A lot of hardcore RPGs seem to forget that they're video games and don't take full advantage of the interactivity.
Dice rolls are simulations of a character actions, but when you control your character completely, why are they used?

i want a rpg without "you're the chosen one" story.
you are just a random guy, you were passing someplace and shit hit the fan. i could be like m&b starting system. you can start from different areas of a kingdom or some shit like that.

I want to start the game in a complete grey area. No prophecies, no linear quest chains, no storytelling bullshit. I just want to be a character that just so happens to exist in this world, who can do whatever the hell they want, without any dormant 'sense of urgency' overtones that only pop-up when I'm doing the right quests. If I go around killing people for fun, I want the game to consider me a villain. I want to be able to join up with enemy factions and play the game that way if I so choose. Or maybe just be a Trader, hiring would be heroes to defend my wagons from Bandits. Or I could be a humble shopkeep, that spends all my coin trying to fuck the barmaid in the Tavern after work. I don't want to do everything in one playthrough, I want a real fucking RPG instead of this watered down bullshit we get, with 'romances' and 'renegade dialogue' options. So much wasted potential in this genre it hurts.

Small and highly repayable games with tons of choices, story branches and highly different playstyles. Most of these become too hard to program in because of game length, so sacrificing in length should fix the issue.

Mount and Blade?

I want to see more explorable cities that actually reflect the size of their citizenry. Nothing triggers me more than a the capital of a regional power / force with tens of thousands of dudes running around and their home base is like 12 buildings.

Extend it double for Sci-Fi games, DXHR was a great example but i want MORE.

If anything I'd like to see fewer "RPG mechanics" in games. I mean, I really like games that let you explore a detailed world freely and interact with it in various ways. But why does it have to be coupled with an XP system and level-based character progression? It's a holdover from tabletop RPGs, which were more abstract by necessity. But it's kind of jarring and meta in a video game.

Because players need an incentive in order to explore and interact with the world, or else you get something like No Man's Sky Literally the only reason Bethesda games still have RPG mechanics, if they could pull the adventure without the xp, they would do it.

I'd like to see a game where your hero visibly gets better at combat.
So like, at first the animations are very amateur - takes forever to draw a nock a bow, clumsy swordplay, etc
But as you train, the animations become noticeably more fluid; perfect quick bow draws, or efficient sword swings that hardly leaves them open for a counter.
I think Examina was doing something like this, but I haven't been following its development.

No Man's Sky lacks incentive because it's randomly generated. In a world that's designed, exploration could be its own incentive, or could be encouraged through concrete, in-universe rewards placed there by the devs. Although I admit that's also slightly meta.

Not the poster here but orc culture as outlined by Tolkien is pretty much what ork culture in 40k(and basically anything with orcs) is a copy and paste of

>witcher
>rpg mechanics
generation Z at work

Even if the world was designed, I don't think the player reception would have changed very much. You need something more concrete than "wow, those ruins look nice". If the Zelda games focused less on dungeons and more on the overworld, I think it could pull of the adventure quite well.

>start off as a no name weak pleb, similar to skyrim but no chosen one bullshit
>be able to earn money in various ways and buy a house , get married and have children (like fable 2)
>Everyone treats you like shit at the beggining, and depending on your actions their opinion of you changes. (this isn't shown to the player via text popups and scales, but through interactions)
>the world changes dynamically to your actions but it isn't infamous bullshit where it tells you you are being evil.
>witcher style quests but no mini map and quest trail telling you where to go.
>no fast travel, but small dense world so your not just running around a bland empty copy pasta landscape like in many jrpgs (looking at you tales series)
>atmospheric, no generic medieval shit and interesting music(not generic orchestra)
>dialogue options like fallout nv
>no voiced protag
>can kill absolutely anyone but the overarching story can still continue because muh destiny (not chosen one but plays on the idea that everyone has their own destiny)
>mini games (skateboarding, rhythm etc)
>no cutscenes
>no long drawn out text

I want stock market manipulation tied into game play similar to how gta v incorporated it into the missions.

no, exanima control is simply ebin
adding a layer of clunkiness to be eliminated by rpg elements are autism, not fun.

What if exploring nets you a neat new sword that lets you throw fireballs or something? Rather than a bunch of floating numbers that go towards an unrelated skill or a sword with slightly higher numbers than the one you have now?

Zelda is actually a pretty good example of what I'd like because all the items in that game do have concrete purposes. Zelda with branching quest lines and dialogue trees would probably be pretty close to what I want.

I'll tell you what I don't want - any more fire ice electric based 'magic' systems. They're boring as fuck. Adding 'poison' only makes it worse.

the problem isnt fire ice electric. the problem is their only purpose is to deal more damage to different types of monsters

That's a good idea, that would force the player to use the majority of his items collected during his adventures instead of using his weapon with the highest stats. Nintendo has so much potential on their hands, too bad they only care block puzzles.

Spell creation and having them have the ability to interact with one another. If I cast a tornado spell, and then throw a fireball at it, I want to see a fire tornado dammit.

I want RPG where you would became the bad guy who is hated by everyone. Becoming hero is in every fking game.

having the ability to do big cums

I wish more games had earth, water, and wind magic. Lost Magic had an incredible amount of spells and you could combine the runes to make multi element spells. It was a pretty neat system.

edgy

I would like a game where your stats not only dictate your starting skills (like in fallout nv, where 9 INT gets you high starting medicine and science, and 9 CHA gets you high starting barter and speech), but also their mins and maxes

Say, you make a character with
>5 STR
>4 PER
>9 END
>2 CHA
>9 INT
>1 AGI
>10 LUK

Which means you'll be proficient with Science and Survival and what not, but every time, you can just level up a bunch and have 100 in every skill

5 Stat points should be the minimum required to be able to get a skill to 100, anything lower makes the max slighly lower, and anything higher makes leveling up that particular skill less expensive (15 skill points might get you 17 levels in Science in this point, for example). A 1 Stat should lock the associated skills to 75 or something.

I find it silly that a character with 2 Charisma can be a master trader and have a silver tongue by end game, regardless if you treat people like shit.

Nier

You have good intentions throughout the game, but you're doing the worst possible thing every time.

>the games series has you start off young
>ends with you being aged
>the last installment of the game ends with you coming out of retirement to bitch slap the antagonist of the first game again
I want something like this, just I don't like it when there is a game series and the protagonist doesn't visibly age at all despite it being years.

I don't see what the problem is. At least in my mind, it's just a visual indication of character growth.
>low level guy
>low attack stat - barely knows how to use a sword, over-exerting maneuvers
to
>high attack; hitting in the tens of thousands
>animations show him doing advanced feats he learned from the masters, cuts are clean and efficient
Doesn't seem like it would be that complicated - it's another layer sure, but they're mostly just cosmetic animations reflecting your rising combat and speed-related stats, rather than have you do the same exact swings all game but they become stronger+more accurate somehow.

I like how Fable had you drag heavy weapons behind you and swing them really slow if you weren't quite strong enough to wield them properly. It was more than a visual indication of character progression, it had actual implications for the gameplay itself.