Simply put, the current way damn near every fucking game does elements (fire, water and such, not Oxygen, Iron and Uranium) is leaving me feeling a bit high and dry. I thought about why it was unsatisfying to me. My conclusion was that the various elements have nothing unique to them. In Final Fantasy 13, there are 6 different elemental types. But for gameplay purposes, all it does is affect how much damage each spell does to a monster, no side effects other than straight up damage, and on a monster with no weakness, fire is the same as water is the same as lightning. It’s not interesting to me in the least, as there is nothing distinct. The quickest way I thought of to improve them was to go the Champions Online route, which is that each elemental type carries a small debuff on it, it would give me a reason to consider which spell would be most useful if given that all of them do the same base damage. For example, fire could have lingering flames, lightning could give a quick stun, water or ice could temporarily slow a guy down. Then I also thought of doing it different. What if there was a sort of chain order to the spells? Water makes Lightning do more damage, but lowers fire damage taken in the future, while other spells could have their own synergy.
Just a thought, to add more excitement to a game.
Posted by d3adend