All the stuff mentioned here with jiggle physics
Newness. I like a game that unfolds at a nice pace with moderate challenges. Games like Uncharted or Stray. I don’t like doing things over and over and over, so no to roguelikes or soulsborne games.
I’m even tired of open world games for the most part unless they reveal nicely and have good fast travel like Horizon. I didn’t finish the most recent GTA’s even, too much backtracking. I just want to be taken to a new place and see it unfold with some interesting but solvable challenges in between.
I really like Zelda and Ys style ARPGs. Specifically, rare and impactful loot, and little reliance on skill levels, but rather skill aquisition. Both approach it very differently, and later Ys games fall into more traditional RPG mechanics (e.g. farm money/exp, buy gear, etc), so I’m more talking about Ys 1, 2, and Origin, as well as pre-BOTW Zelda games.
Basically, I love this gameplay loop:
- Enter dungeon/level and fight baddies
- Find important item/ability
- Use important item/ability to defeat monsters
- Fight boss, using a mix of important item and learning movesets
- Repeat 1-4 several times, with plot mixed in
- Fight final boss using a mix of everything acquired
Ys and Zelda do this in very different ways, and I absolutely love the level cap in Ys 1 to enforce playing smarter instead of grinding. You can never really get OP, even if you try (except Ys 2, which I don’t like much).
Unfortunately, “ARPG” has been twisted to mean Diablo-like, which is heavy on loot and ability trees instead of puzzles and exploration, and future Ys games go that direction as well.
This isn’t really specific to mechanics or systems, but I’ll like pretty much any mechanic or system that lends itself well to that gameplay loop.
Builds. Build builds builds. Whether its slowly tailoring your class to a build, or roguelike unlocking items and abilities to build around each run. It’s why I like things such as Diablo, PoE, Last Epoch, Binding of Isaac, Tales of Maj’Eyal, Neverwinter Nights, Baldur’s Gate, etc.
Its also why I was severely disappointed with ArcheAge. And unhappy when I returned to GW2 to find my world bossing combat medic off-meta bleed Warrior pretty much useless. Used to tank boss AoEs to revive downed people using healing shouts and increased revival speed. They nerfed and removed the revival speed node from Warrior and the build lost half it’s function.
I really REALLY enjoy boss invulnerability phases.
Enemy ai that’s not stupid
I like most game mechanics to some extent. Creativity in combining game mechanics is key to making an outstanding game imo.
However, I don’t like things that force a time limit. I play games as an escape. I don’t like feeling stressed by a clock while I’m off the clock. These can be literal timed missions or things like a food/water meter. Escort missions also suck for similar reasons.
I think difficulty in a game should come from overcoming a foe, traversing harsh terrain, or solving a puzzle. If the game is hard because I have to stop what I’m doing to feed myself, or I have to rush to complete an objective on a timer, it just becomes work.
Peaceful exploration
I like systems that allow for outrageous combos, whether unintentionally or by design. Roguelikes and roguelites usually have them, but it’s almost entirely luck based. Dynasty Warriors 8 allows for plenty of OP combos if you manage the right weapon attributes. Skyrim and its
broken as fuckperfectly balanced enchanting + alchemy (or Morrowind’s even more perfectly balanced permanent fortify attribute magic)Once you wrap your head around it, Rimworld is great for stuff like that. Once you start thinking outside the lines you can perform the most outrageous war crimes for literally no reason other than your own entertainment.
Like, if an enemy sends a raiding party you can nuke half the map with nerve gas to kill them, then skin them, eat them to keep the colony growing, then load all their skins into a pod and fire it back into the enemy base. The game doesn’t encourage you to do stuff like that, but it also doesn’t stop you lol.
Or you can use the skins to make hats and trench-coats.
I’ve had plenty of experience with Dwarf Fortress, but never managed to fully weaponize magma before the FPS death killed my fortress. Using bridges to atom smash raids was always funny as hell.
I know Rimworld is a lot more expansive in some areas but, much like Factorio, is a game I’m avoiding because I don’t need yet another addiction 😅
Save anywhere
I don’t know the name of it, but I really enjoy the sort of gameplay where you roll up to an enemy compound or something, and then you just sort of chip away at it and cause chaos until it all falls apart.
The sort of thing you’d do in Farcry, where you’d snipe some dudes, plant traps, shoot the tiger cage so the tiger would get out and eat people etc.
Games with high mobility mechanics like titanfall, echo point nova, doom eternal, destiny 2 strand hunters.
I do enjoy game mechanics that interact in emergent ways that weren’t fully planned out by the developer in games like Dwarf Fortress.
Survival mechanics like S.T.A.L.K.E.R and New Vegas, dont give a damn for building mechanics though unless its simplified down to a simple upgrade system like Skyrim Hearthsfire DLC.
I love fluid movement. Doing things in a state machine is usually the way to go in 2d platformers, which is what I mainly make. I like when your character can move around without issue, so double jump, sliding, rolling, attacking etc.
In a broader sense, the best games are fun to simply exist in. Getting from point A to point B should be interesting from a movement perspective.
Mario Odyssey is a great example. Just parkour’ing around is a blast.
BotW has shield surfing and such.
Lots of shooters have a bunny hop mechanic.
Wave-dashing in Celeste.
Etc etc.