10 Game Concepts that have VANISHED

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Published 2023-02-15

All Comments (21)
  • @KeyaMoosic
    Since I grew up playing mass Effect, I have this ingrained fear that I'll miss out stuff while playing RPGs so I look into every nook and cranny even though it's seldom rewarded now
  • @danfish300
    Honestly, the concept of increasing difficulty by adding extra complexity and mission goals is so much better than just making all the enemies bullet sponges etc
  • @parisolivarious
    I love that half this list came back with Baldur’s Gate 3 lol
  • @Valavaern
    As someone who grew up escorting Natalia around in Goldeneye, Ashley in RE4 was a breath of fresh air. The fact that she DUCKS when you point a weapon past her, and that you could tell to stay someplace, were mind-blowing improvements for me.
  • As far as companions go, I love the way Bioshock Infinite did it with Elizabeth. She stayed out of danger and helped you instead of just being there waiting to be killed.
  • @Kreau
    Anyone else miss an influential karma system? For example, inFamous 2 . Your appearance changed, your abilities changed, you had different quests, your allies treated you differently, you got completely different endings
  • @Aci_yt
    The fact you CAN miss stuff is what makes BG3 so replayable
  • @azrik6084
    About the destructible environments. It seems more modern games would rather focus on graphical fidelity than on interesting mechanics. Personally I would love to see more games use ambitious mechanics that just trying to make things as pretty as possible.
  • I like how in Kingdom Come Deliverance if you keep someone waiting for too long, they’ll do the mission without you.
  • @rjhorne1993
    One of the things I really miss from older games is, unlocking things like cosmetics and upgrades through work and playing. Now you just have to pay for everything.
  • one mechanic i sorely miss from RTS games is having the enemy AI have limited resources in the old Command and Conquer games if you blocked the AI off from all the tiberium fields they would eventually stop building units but in newer RTS games the enemy AI just gets INFINITE resources and troops, and even if you cut them off from all resources, they still gather resources as a farce and take them away from you
  • @ZalkarGorm
    The original Thief games are a fantastic example of a game where the different difficulties had different objectives, as well as full on changing the layout of levels. boarding up shortcuts, shoring up holes in walls, removing rugs that muffle your footsteps. Really made you have to strategize differently on top of the extra objectives.
  • @johnshank1051
    The OG Thief games also had the difficulty affect objectives. It was a really cool mechanic in those games and something I wish existed in more modern video games.
  • #10 hits hard as a achievement hunter. Wish more games would add a playback mission feature.
  • @austinmoss9213
    10 months later and Baldurs Gate 3 full release has brought back about 6 or 7 of these forgotten features. Well deserved Game of the Year!
  • Cult of the Lamb has a lovely 'city building' section to it, which is probably why I like the game so much. F4's settlement building is one of my favorite parts of that game, and honestly, I like the loop of scavenging random garbage and turning it into usable material.
  • Persona 5, the Royal edition at least. Has an entire semester that you can miss just by not having a max relationship with the school counselor.
  • @garland623
    Duuuude, the city building aspect is something I loved in rpg's and other games. The slow progression of a shack to like a badass mansion was soooo satisfying 😌
  • @demonkid0126
    I'm glad that they brought choices back with Baldur's Gate 3 because you can absolutely miss out on things
  • @FurTheWorkers
    Silent Hill, especially Silent Hill 3, is pretty famous for having genuinely hard puzzles on higher difficulties. I really appreciate a game where the puzzles themselves have a difficulty level, but the fact that I can alter the combat vs puzzle difficulty levels independently is incredible.. I think it really helps create a more customizable experience.