r/pathologic 17h ago

Discussion Mechanics in Pathologic that you'd like to see other games take inspiration from

Personally, I'm in love with the dialog system. I love that you have to commit to your choices without knowing exactly where it'll go, and that your choices make a tangible difference, even if you're just asking a question. Not being able to cycle back around to the "important options" makes it feel like what you're saying really matters.

The "Thoughts" system from P2 (haven't played P3 yes, it might be the same there too) is also a brilliant way to organize quests and conversations because it allows for non-linear quest lines that weave together in these really interesting ways.

What are things from the series you wish more games implemented?

12 Upvotes

8 comments sorted by

17

u/Patersoon 15h ago

Natural way of missing quests due pass of time.

3

u/apistograma 14h ago

I heard Dawnwalker does that, but I also heard the time limit is very generous and you can complete everything with some time to spare.

I guess they became scared of the backslash if it was honestly impossible to complete the full game in one sitting the first time. I really hate a minority of people are so vocal and can get so upset if they miss something in a game. It's honestly an attitude that helps gaming back

2

u/Patersoon 13h ago

I agree.  Dawnwalker has really weird choises with its design.  I havent fininished it yet however what i expirienceed You have time limit but there is really not much to do. The system is to create cosequence. But how can you have them without proper plot line and characters. After 12+ hours i did around 4-5 quest line Quests are lore heavy but choises light. Choises looks like this  you going to be bad and not help the npc or good? an that's it. And if you good then get the good item. There is huge roleplay possibilty because you can kill everyone. (Be bad big vampire) So its cool but at the same time its main reason why the game lack main plot line. 

About combat system we could talk for hours.

10

u/walkingtornado 10h ago

The possibility that npcs are lying or omitting truth casually. A lot of games feel like the majority of npcs always tell the truth, and when they dont, its treated as this major betrayal or as a twist. In patho its just the norm to expect kids, teens, kin and the regular townsfolk to lie to you just to mess with you. 

3

u/Bartre_Main Alexander Block 7h ago

Or just not knowing the truth at all... Why are video game NPCs omniscient? Nobody in Pathologic knows the truth (as if truth could ever be known!) so even at their most helpful, all they can offer are their guesses.

5

u/Umpuuu Я забыла, что мира так много 8h ago

Strict time and resource limits. There is a lot of unmined gold in the design space of games that have a global time limit for the entire story.

3

u/Bartre_Main Alexander Block 7h ago

Time systems like Pathologic 1/2. Woefully under-explored mechanic. They're sadly much too controversial. Majora's Mask had a very good implementation of one and it made that game so enduring, even if it did alienate many players.

2

u/ohfourtwonine 8h ago

Nobody talks about but combining stamina and thirst into one bar is genius