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So I Just Beat Armored Core 6
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So I just beat Armored Core 6. And I feel like I could talk about this game for hours; good and bad. But there was one thing that made and impact on me. Specifically the auto aim mechanic.

If you're using softlock there is still an amount of effort in keeping the enemy within your field of view. But otherwise its less about lining up your crosshairs and more about movement and strategy. It takes the pressure off of one thing and then allows them to go crazy with another. Like I can't even imagine trying to manually aim in this game while assault boosting through Balteus' wall of missles. It wouldn't be reasonable but it allowed them to create wildly unique game and gameplay loop. Idk if theyre the first ones to do something like this, I just know its the first time ive encountered it.

So the question is what might that look like for other design tropes we always use? What are some mechanics you've seen subverted like this? Any cool ideas?

What if in a stealth game it was harder to get caught. Lets say you play as a poltergeist and instead of being "caught" as soon as you come within view it built an "awareness" meter? But simultaneously raise theit terror meter? Stealth gameplay would be a totally different experience. Probably faster and less tedious. Obviously isnt an idea ive given any amount of thought to but just to provoke thought.

Honestly I think subverting some of the "set in stone" tropes could open up some interesting avenues.

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1 year ago