Recent developers have added building mechanics in their games to structure their shooting and adventure franchises with sustaining RPG mechanics. Most of the time these efforts culminate in a great deal of depth.
8. A note on Destiny (what NOT to do)
First, a comparison of Destiny of a kind of evolution of Borderlands, and not necessarily for the better (ex: the light system, the annoying configurations of weapon attack and defense). The main culprit, of course, is RLJesus, the one sure bet when the player is #1 on his team that player at some point will have no reward and some random stupid blue dot would get a legendary.
7. Borderlands: Rundown of the “hero” mechanics (badass points, stat allocation, supers)
Respecing points takes virtually no cash to do and it’s s key to testing out the play styles of every hero. The upgrades really do make the player feel like the star of the show when hammering on the special shoulder taps. Each of the characters are colorful and that goes a long way in assuming a role. The characters interact nicely with the player as their stats are upgaraded. Throw in an actual highly respectable random loot generator and these few ingredients make Borderlands into a fantastic series.
6. Fallout 4: Description of how the upgrade system meshes with the story
Basically the two benefit mutually from the other. The detail also is of note. Basically 90% of the interiors you see in the game you can make. Every item from a box of detergent, a teddy bear, a stick of gum, the 16th variation of one wooden floorboard cross-section. Except for a few boss arenas, every thing can be recreated. Players can create their own visions of “home” post-apocalypse.
5. Resident Evil 4: Side note of the Attache Case of Resident Evil 4
It’s basically like tetris and somewhat limits the player’s ability to access too many guns early on. This was a novel take on inventory management even though the player does see much of it because it’s the only way to switch weapons. Good luck!