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dtgreene: Bugs that, in some cases, enhance the gameplay. (Yes, this does happen.)
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KneeTheCap: Not really a bug per se, possibly not even on-topic and most likely uninteresting, but this is what happened to me in Oblivion.

When I first got the game, I had such a poor computer that it struggled running the game. Near the starting point there is a village that is plagued by some sort of mage and its invisibility spell. I walked into the said village, talked to a FULLY VISIBLE NPC who wanted me to help him about his invisibility problem. I was confused but accepted the quest anyway.

The evil mage man was in the nearby tower and I was supposed to kill him. I went to the tower, looked up and saw this mage. He was yelling something that I'd never beat him as he was invisible and such.

It turned out that my graphics card was so poor that it couldn't render the invisibility effect. Made that quest easy.
Son of the Invisible Man :D
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Andremop: Boobs in an adventure game? What game is this?
Flight of the Amazon Queen, it's free here on GOG. There's even a better close up on the princess somewhere in the game ;)
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PetrusOctavianus: Then the game is just badly balanced, or badly designed, just like if the game requires grinding in order to progress.
Personally, I think it can sometimes be fun to have a game that requires what you call "grinding". I replayed the original Dragon Warrior (NES, not one of the remakes that increased XP gains drastically) and enjoyed it. I believe that the most time it took to gain a level was a half hour, and in the 20s the time actually decreases because you start to be able to reliably kill Metal Slimes without criticals.

That reminds me, I like enemies with strange stat combinations. Metal Slimes with their high defense and single digit HP (like 3 or 4).

Wizardry has a bunch, like the following:

From 1:
Creeping Coin (1 HP, can breathe for half its current HP (rounded down) to your party in damage (in other words, 0 damage)
Poison Giant: Level 1 with 81 (1d1 + 80) HP and 95% magic resistance. Fortunately, MAKANITO ignores magic resistance (except in Wizardry 4) and can therefore kill them easily.

From 2:
Fuzzballs (level 100, 1 (100d1 - 99) HP. 0 attacks per round. Calls for help and immune to magic. Were these *designed* to be annoying? Actually a useful summon in Wizardry 4.)

From 4:
A Dink (differs from the Wizardry 2 version. 3 HP, -90 AC (that's really good!), normally not a very effective attacker.)
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KasperHviid: I like it when the character makes wierd talking-noises each time you click through their dialog! I think the earliest example is Vangers (1998), but in modern times, it gained popularity with Plant VS Zombies.
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Smannesman: I'm not 100% sure of what you're talking about, but the use of sounds and nonsense to indicate speaking was used quite a bit before that.
Yeah, I was a bit unclear - I was specifically thinking about text-dialog where the 'simlish' is used to add personality to the text - like here in Plant VS Zombies:
https://www.youtube.com/watch?v=g0CdEZag9Q4

This trick is is way low-brow, something which slips under the radar for most intellectual analyst folks. But I still think it is amazing the way this simple audio trick can power up the text, without taking over the scene.

Oh, and thanks for the link! :)
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timppu: ...
Similarly in Dungeon Keeper, when you find and secure one of those purple gold blocks that never run out of gold, I give a huge "phew!" sound. I recall though that at some point every level had one, the question was merely to find it and secure it so that the enemy can't disturb your mining operations.
...
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Matewis: The only annoying thing with those gems was when they were embedded in solid rock so that only one side could be mined. You would then not be able to mine enough gold to keep up with the cost of training a respectable force, so you would have to cast speed spells and slap your imps to give the mining a boost. I think two/three levels were like that.
You... You never trained your imps?! You can train them just like any other creature, you know. Drop them in the training chamber, and they will start leveling up. IIRC, at level 3 they learn the Speed spell, and cast it on themselves continuously. At level 10 (max) they learn teleportation. I usually train them in batches up to level 3, then switch in a new batch of level 1 imps. The final batch I leave in there until they're level 10.
I always liked how in the Infinity Engine games, your characters won't play their dialogue lines when you select them, move them, etc, if they've been silenced.
I don't know what things make me love this game just because when i play it i feel so happy and excited. That's all
Gnomes.

Really the only thing missing from the GTA series.
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Matewis: The only annoying thing with those gems was when they were embedded in solid rock so that only one side could be mined. You would then not be able to mine enough gold to keep up with the cost of training a respectable force, so you would have to cast speed spells and slap your imps to give the mining a boost. I think two/three levels were like that.
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Wishbone: You... You never trained your imps?! You can train them just like any other creature, you know. Drop them in the training chamber, and they will start leveling up. IIRC, at level 3 they learn the Speed spell, and cast it on themselves continuously. At level 10 (max) they learn teleportation. I usually train them in batches up to level 3, then switch in a new batch of level 1 imps. The final batch I leave in there until they're level 10.
Sure I trained them! I used to build tiny training rooms just for them, with a locked door, so that I could easily check their progress. Picking out an imp from a training room filled to the brim with other training creatures was always such a hassle :P
This is related to something I mentioned before in this topic:

When I played Costume Quest, one of the first things the game asks you to do is to choose between two children, one male and one female, who are identical gameplay wise.
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Wishbone: You... You never trained your imps?! You can train them just like any other creature, you know. Drop them in the training chamber, and they will start leveling up. IIRC, at level 3 they learn the Speed spell, and cast it on themselves continuously. At level 10 (max) they learn teleportation. I usually train them in batches up to level 3, then switch in a new batch of level 1 imps. The final batch I leave in there until they're level 10.
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Matewis: Sure I trained them! I used to build tiny training rooms just for them, with a locked door, so that I could easily check their progress. Picking out an imp from a training room filled to the brim with other training creatures was always such a hassle :P
Okay then, it just sounded like you didn't ;-)
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timppu: This just occurred to me. What are the tiny features or happenings that you just love in your games?
I'll refer to my post here. The rest of that thread might be relevant here as well.
I love side activities. Like minigames and fishing in rpgs.
A little bit of humor goes a long way in a game.
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Senteria: I love side activities. Like minigames and fishing in rpgs.
Link aggrees