@geraltitude:
Part 1) Are you the kind of person who'd like to see a story/narrative explanation and a hint at its effects but not necessarily the full details; but you'd like a sophisticated system behind it you could look more up on to fully understand (it may require specific challenging areas of the game to incentivise them to try and figure out the key ways to use the mechanic properly). They could have a mechanic similar to critical hits but keep it as an implied but not outright explained ability. *Semi-linked to my response to @tobbrobb .*
Part 2) I'd personally like to see a game in real time try and design mechanics around the desperation of players in certain situation. Such as the character aiming for an enemies eyes or try to trip them up (or simply going for more gruesome attacks) the more damage they have. This would be a "critical hit"-like mechanic but with increasing chance the more desperate the character got. I think it could be possible by using the already well-thought-out stance-system where the character moves from one stance to another with certain abilities only in some stances (such as a defensive stance or a running stance or an attacking stance); instead it moves through stances of self confidence to desperation with the characters reliance on critical hits changing depending on their desperation.
@tobbrobb:
I don't really play any MOBA games so this might sound crazy to someone who played them, but I thought it would be interesting to have an evasion mechanic built into some moves. With my cursory view of those games it seems like some big attacks (and some normal attacks if you get a critical hit - I've only really seen League of Legends in practice for a long period of time) can almost wipe a person out who ends up without other options (especially if there is a large disparity between their level and the person attacking them). I think if there was a block/evade mechanic to limit the extra damage of a crit (at the cost of mana and/or perfect timing). That way critical hits wouldn't seem like they took away from the skill of the game (but then again I can't think of a good way of implimenting that which didn't feel like it took too long and without being a bland quick-time-event.
@thomasnash:
I'm in two minds about that. On one side, I want the game to be specific - don't waste my time with a mechanic I may never actively use by being ambiguous about it. It annoys me more in games when they name a concept, offer it as a choice but my understanding as to how effective it is at that ability is none-the-wiser. On the other hand, I'm totally with you that spelling it out plainly and purely mathematically can seriously ruin the effect it has on me to make me interested in the concept. It's probably a very hard thing for developers to draw the line between spelling it out too much and not giving enough information so that no one picks the option. It's probably even more difficult when the concept has a place in the story, mythology or narrative of the game. For instance, in Final Fantasy X, the special weapons unlocked through a string of side-quests, the celestial weapons, are specified as something special in the game (although not directly mentioned during the non-optional story) but go no further. They each have four abilities which technically you could customize onto a blank set of weapons if you wanted to (and arguably, more useful ones). Yet this was enough for me. What I didn't know until I checked was they actually are differentiated from a straight created gear by not only their title but also they ignore defense. I know some were annoyed by this (both the fact it isn't spelled out, but also because it is an ability they can't use if they make their own). That implied story significance was enough for me, but I'm unsure how you'd do that for a mechanic without it sounding annoyingly evasive.
@dixavd: Alright I see where you're going. Getting away from role playing games, the base level of gameplay is input leading to feedback. And when it comes to the numbers, the only way to make them gameplay themselves is to allow input and give feedback. So yes, choosing a weapon and receiving different bonuses based on it is input and feedback. The choice was the input, the results are the feedback. This is how you build a gameplay loop where different choices (input) you've made in one form alters (feedback) the nature of further choices you make (input). As in, I gave myself X bonus, leading to Y feedback, so when I play, I do Z with my controller, which leads to me receiving B feedback, and on and on.
A character class may have static stats and bonuses, but the ability to choose makes it in some way gameplay... the ability to make these choices to greater degrees of specificity, and receive greater degrees of gradation, increases the depth of that gameplay. Kratos will always have the chain swords and the bow, but your input regarding XP changes the strategic benefit of either, changing your active combat behavior. Meanwhile, having a much larger range and specificity of input regarding stats in Fallout new Vegas allows for much larger range and specificity of feedback.
I like that explanation. Though it does bring to mind the line between a rule and a game mechanic. Probably an interesting discussion in-and-of itself. I guess my last question for you is would you consider it a game mechanic if the critical-hit-ratio was tied to the land the player fought on. Take a Fire Emblem game of fighters on set squares of a map with differing terrain. If, for instance open plain had a high critical-hit-ratio (due to the good visibility) while a sandstorm might have a low chance of a critical hit (due to a lack of good visibility); would you think the choice for the player to be on a given space a big enough choice to make it a mechanic? From your pure definition I would say it would be but if enemy units are on specific set squares then the player not have an option to pick the spaces with the best critical-hit-ratio (or worst if they were on the defensive). Then again that brings up if a mechanic has to one all the time in a game... Challenge modes often limit a mechanic or player choice but some would still say the mechanic is at play but simply not used. Interesting.
@dixavd: Survive with 1 hp is a semi-rare mechanic that's mildly interesting. In modern games it's usually a super high tier ability that doesn't wind up being very useful, but in straight up DnD there's various savings throws that function along the same line; if it was more commonly implemented it would be quite solid. XCOM: Enemy Unknown would be much better with an improved 1 hp survival type mechanic for instance (as opposed to 25% chance to only be critically wounded or whatever it is).
When it comes to XCOM, I found it a little odd that if they had a med-kit thing, they wouldn't use it on themselves. There should have been an option to guarantee the critical status over death if they had a remaining health pack. Although that's probably more to do with me being very bad at strategy games and I was bad at figuring out how to deal with their item slots when I only had one or two med-kits to give them.
Thanks for the answers everyone, they've been great to think about so far. And also those who have done the poll; some pretty interesting responses.
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