I realize this is getting hyper-specific, but party-based dungeon crawlers that are true 3d and not grid-oriented. Really, the only example aside from Wizardry 8 (that I’m scared to try because it looks like way too much effort and investment for a not-great return) is the Might and Magic series circa Win95, and specifically 6, 7, and 8, all built off the same, almost pseudo-3D engine. I can’t put my finger on it, but there’s something very satisfying for me in that gameplay loop of clearing out dungeons via potshots and backpedaling, selling the loot to level and train your party, and moving on to the next one. The push and pull of skirting groups of enemies so they don’t take swipes at you when they get too close, the thrill of picking up fireball from the advanced magic shop and just nuking low-level mooks, the ecstasy of learning town portal and Lloyd’s beacon and never having to think about travel again.
I think part of the reason these games don’t really get made anymore is that they were always kind of a weird middle ground between first person Action-Adventure-RPGs and top down party-based TTRPG engines, and those genres are fully expressed today by a number of games.
Kind of - the customization options run a little deeper in M&M. You could pick up 6, 7, and 8 for less than $30 on GOG. $10 at most for the pack that includes 1-6, and I’d say of those three, 6 offers the best experience.
Yeah, it’s sad but not surprising that they ended up being like any other “free” mobile game.
But I always thought that this type of game has a lot of potential, and I’d like to see someone give it a try again, especially if instead of a corporation it was a community project inspired on the fediverse, it would help split costs by having the load be split on many different servers that would cover each a different part of the world, and each region could have its own monsters inspired from the local folklore (this is a feature I really wanted in Pokemon Go, imagine if only Hawaii had the Alola versions of pokemons, and people could trade for them).
3D Platformers. We get maybe one or two every few years, and most of them are usually pretty short. last big one was probably A Hat in Time. if y’all know more beyond that let me know. just grabbed Koa and the 5 Pirates of Mara.
so desperate for one i’m considering learning how to make 3D games so i can make my own lol
I assume you’ve played or heard of Yooka-Laylee. There’s also Clive n Wrench. Neither of those are great though.
I haven’t heard of Koa before, but it looks interesting. I’ll have to check it out.
But I really want a new Banjo game, however I doubt that ever happens at this point. I recently started working on my own Banjo clone in the Godot game engine because I don’t see anyone making the kind of game I’m looking for.
Hat in Time is probably the last big indie 3d platformer, but I’d say Kirby and the Forgotten Land is a decent 3d platformer, unless you meant collectathon style 3d platformer a la what Rare made on the N64 etc. since you mentioned Hat.
My biggest gripe, although I can understand the reasoning behind it, is that the encounter rates are totally backwards. All the Pokémon, stops and gyms are in cities, and there are scarcely any in the wilderness, skewing the game in favour of those who live in or near cities.
Also, the Pokémon games contain all the elements to make a great ARG MMO. Why reinvent it? They could’ve easily put their paywalls and micro transactions in place while still keeping the traditional Pokémon formula.
It’s not a terrible game, and it obviously has a following and makes money, but it could’ve been so much better. They totally dropped the Pokéball.
It's very frustrating thinking of how great this game could have been. It was barely a game at release and hardly anything has been added to it. I haven't been following for a few years but I wouldn't be surprised if Niantic removed all pokemon and just added a "give us money for no reason" button.
Have you tried Nex Machina? By the same devs as Resogun, and it’s great no-nonsense arcade gameplay. Assault Android Cactus is another game of that type I really enjoyed too.
I did play Nex Machina. Forgot about that, it was so long ago. It was good, but Resogun was better. I think I tried Assault Android Cactus but barely lasted a couple of minutes. Don’t remember why.
I hate the overwhelming number of currencies and crafting supplies. I shouldn’t need to have to gather so much of this thing and so much of this other thing (neither of which are labeled clearly, what they are and how to find them) to craft things. A small number of things makes sense, e.g. metal and powder to make ammunition, but when this potion requires 5 different plants and that potion needs 7, only some of which are common between them, it’s an unnecessary time suck.
Then, when I have an abundance of various supplies, I have to go to the blacksmith to repair my armor, run over to the jeweler to craft bigger gems, then go to the chest to stash things, go over here for various upgrades, and over there to craft the next potion I need. Why can’t all these things be in one place or at least right next to each other instead of scattered all over town?
And to add on to that, let crafting access your stash with everything in it. Don’t make me carry 10k iron to the blacksmith to craft the sword then 20 gems to the magician to enchant it or some nonsense, especially when there are inventory limits. I have it, it’s in my storage, let me use it.
Un-skippable cutscenes or tutorials. This really hampers replayability of missions/quests, or even entire games in general.
Artificially limited customization in order to sell more via micro-transactions.
Time-gated features. I hate it when games require a certain amount of in-game time before some things are unlocked.
Pay-to-win in multiplayer games. Preventing or limiting progression with ability to bypass it with a purchase is just gross. If you want to go F2P, do it all the way. I’m fine with for-purchase cosmetics, but getting a leg up on fellow players if you can afford it is just bad.
Love:
Don’t have anything specific. Anything that sucks me into the game.
For me are mystery and clue games such as Myst and 7th Guest. The scenery and thought of adventure that these titles used to bring as very rare and although Goragoa was quite recent, it was far too short.
Pretty much every problem boils down to “but implementing this would’ve made us lose money”
Pokestops could’ve been “typed”. Like “hospital” could’ve been a free heal or have better healing item rates. “Museum” could’ve been the place to get fossil Pokémon, or maybe revive fossils that you find from regular stops. Maybe a grocery store would’ve had better item rates. A school could’ve been a move relearner. Maybe some Pokémon only evolve at church, or at an amusement park. The lures could’ve done something similar, turning normal stops into typed stops
I'm glad they didn't, but they could have definitely done ad deals with some large franchises and small businesses to make their locations have special features.
I meant sticking core functionality like the suggestions I responded to. "Oh, it's so sad your pokemon got injured and will be out of commission for 6 weeks. Luckily for you, if you get in line at a Starbucks then stay in the shop for 10 minutes, or go through the drive through, he'll be feeling good as new." "Your pokemon laid an egg. It will hatch in 9 months, or you can spend an hour inside this concert venue to get it now."
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