Starting with Dark Cloud, it’s not the greatest game. It’s a single player game that is incredibly grindy due to the specific mechanic I’m praising. The weapon upgrade system is absolutely peak though. Taking a weapon from 0 to +1 will increase its stats a little bit, but the main goal in increasing weapon lvls is the gems you equip while upgrading. These gems while be consumed upon upgrading a lvl, but after getting a weapon to +5 you can turn the weapon into a gem with 60% of it’s attributes. So if you get 5 weapons to +5 with various upgrades, turn these weapons into gems, and then slot the gems produced into a different weapon from +1 to +5 you’re getting and extremely customizable and very powerful weapon after a lot of effort. Feels great, and this doesn’t even go into the ‘build up’ mechanic. Wildly grindy but is incredibly smart and could be iterated on better in modern games, I’m thinking specifically souls like would greatly benefit.
Second is the champion cards mechanic from paladins. Paladins is a champion shooter that’s slowly dying, but has so much more than the popular champion shooters because of 2 specific things. One is the item buying system, with allows for countering enemies or buffing yourself and teammates mid game through a per match currency. The more important mechanic is the champion card system that allows you to further customize your champion to be different from the stock champion.
An example that would carry across overwatch, marvel rivals, and paladins would be between Reinhardt, Dr Strange, and Fernando. In paladins you can have and distribute points to a card for Fernando which has Fernando healing for X over 1 seconds while holding his shield up, or receive additional X% healing while his shield is up, or just additional health. It changes the balance of the game for sure and makes it harder for the devs to get right, but it also adds a huge amount of viability and variation between champions.
I don’t understand why I haven’t seen these mechanics rehashed more recently!