Posted May 13, 2017
Just one thing I have noticed is that there are some gameplay elements, commonly associated with one genre, that just don't appear in other genres, but would work without causing the game to feel less like its main genre and more like another. For example:
Immediate pick-ups: These are items, typically found on the ground or dropped by enemies, that have immediate effects when picked up, but can't be saved. One classic example is small hearts in Zelda games; picking one up will refill one heart of health. Similar items can be found throughout the action game genre; Castlevania has meat, Doom (and other FPS games) often has medpacks that heal you, and so on. However, you never see these in turn-based RPGs (though I read that apparently the roguelike DoomRL has them), but there is no particular reason that they shouldn't. Why not have enemies randomly (and fairly frequently) drop items that restore HP or MP when picked up?
Cursed weapons: Sometimes, in an RPG, you will find a weapon that is cursed; you equip it, and you can't unequp it without help. There's the old approach of having items unidentified in order to trick the player into equipping one, but there's also a different approach (seen in Wizardry 8, for example), where such items are instead powerful in order to tempt the player into equipping them. However, you don't really see this mechanic in other genres. Why not, in a FPS, include a powerful gun that has a noticeable drawback (like damaging the user or having limited ammo), but which can't be unequipped once it is used? Basically, if you choose to use this weapon, you are stuck with it for that part of the level (at least until you find, say, an immediate pick-up that removes your equipped cursed weapon). Or, perhaps a puzzle game could use item curses as part of the puzzle (you need to use item A, but once you've used it, you can't switch to item B, which is needed elsewhere).
Your thoughts? Also, any other examples of this sort of thing that you can think of?
Immediate pick-ups: These are items, typically found on the ground or dropped by enemies, that have immediate effects when picked up, but can't be saved. One classic example is small hearts in Zelda games; picking one up will refill one heart of health. Similar items can be found throughout the action game genre; Castlevania has meat, Doom (and other FPS games) often has medpacks that heal you, and so on. However, you never see these in turn-based RPGs (though I read that apparently the roguelike DoomRL has them), but there is no particular reason that they shouldn't. Why not have enemies randomly (and fairly frequently) drop items that restore HP or MP when picked up?
Cursed weapons: Sometimes, in an RPG, you will find a weapon that is cursed; you equip it, and you can't unequp it without help. There's the old approach of having items unidentified in order to trick the player into equipping one, but there's also a different approach (seen in Wizardry 8, for example), where such items are instead powerful in order to tempt the player into equipping them. However, you don't really see this mechanic in other genres. Why not, in a FPS, include a powerful gun that has a noticeable drawback (like damaging the user or having limited ammo), but which can't be unequipped once it is used? Basically, if you choose to use this weapon, you are stuck with it for that part of the level (at least until you find, say, an immediate pick-up that removes your equipped cursed weapon). Or, perhaps a puzzle game could use item curses as part of the puzzle (you need to use item A, but once you've used it, you can't switch to item B, which is needed elsewhere).
Your thoughts? Also, any other examples of this sort of thing that you can think of?