A thought that occurred to me last night on my “vacation” from gaming (I absolutely had to smoke a Skeever in Skyrim; in all fairness that Skeever and I have a history with killing each other, so it’s cool) was something brought up last week, but also by a coworker at the day job who used to be a journalist.
It all comes down to wording things “passively” versus “actively”; active words are easy to understand (the player shoots a fireball at the zombie!) while passive voices are a bit harder due to being either more convoluted in their expression, or just less clear in general (The player’s fireball was shot at the zombie!)
Based on my grand design question from last week - and, the whole ‘lasering asteroids to mine them’ thing - it occurred to me that some of the more boring elements of some other games I play including Skyrim can be traced back to this very thing.
Using the Skyrim example again, take wards - they’re defensive spells in the restoration school, that when channeled absorb certain types of damage. The problem with them is, they don’t actually help you, and you’re not really doing anything of use in the first place; they consume resources and provide neither power, nor benefit; they delay the inevitable. The only way they could conceivably be helpful is if you’ve got really good health regeneration and you just need to last a few more seconds to heal up enough to finish off a group of enemies.
A more ‘active’ expression of wards, while preserving the whole ‘ward’ concept, would be to make wards instead be a temporary enchantment on a friendly target, or if none is in your crosshairs, yourself; this would make supporting a companion or summoned minion a more viable strategy in the larger context of the game, because you could throw a shield on them, and use other abilities like Healing Touch to heal them up. This would make a ‘White Mage’ build in Skyrim actually viable, thus adding yet more replay value to an already replayable game.
Alternatively, if you want to prevent Wards from being used on companions, it might be easier to instead provide a tangible benefit to Warding - for instance, if you ward comes up within half of a second of a spell impacting it, the ward will deflect the spell back at the caster, causing the spell to deal a fraction of the original damage back. This turns Wards from being something you do to merely hold on into a sort of counter-play mechanic.
As revelations go, I bet this is a more obvious one, but I felt it worth bringing up, because I have a question - are there cases where a passive mechanic provides engaging gameplay? The example I’ve posed is an iffy one, because wards are widely considered one of the least-useful spell types in Skyrim - it’s possible I’m cherry-picking.