Are modern RPGs too easy?
Are modern RPGs too easy?
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That sounds incredibly unfun and does nothing but promote saving every few steps so you don't wind up with a bullshit encounter.
Wiz 1 has zero skill expression whatsoever. That entire genre of dimensionless turn based combat has no decision making whatsoever.
Didn't someone explain that this wasn't nearly as bad as this guy was making it sound?
Hard mode in turn based RPGs is shit because is just more stats or increased spawn rate.
RPGs have never been hard, it's all about accruing knowledge and preparation to fight attrition. That's why people looking for a consistent challenge never get the genre, as you have to get enjoyment from planning. I don't think hardly anyone makes real RPGs anymore though, as their most basic features are mostly added onto to other games to stimulate dopamine. Tactical combat like Goldbox and earlier Utlimas were always better than Wizardry though, positioning gives some much needed depth.
You can disable most enemies with Sleep and Paralysis but it really comes down to luck. If the mages are at a high level they can cast MAHAMAN which may or may not get you out of that situation but it can only be used once and make you lose levels.
This requires no skill.
It's turn based so there's no skill expression.
maybe you'll get lucky and each of those three ninjas behead your front line, sparing you the level loss from the daemons. Your mages can then nuke the first two rows, and MAYBE go before the next two rows push their shit in.
Yeah dude Dragon Quest XI was laughable. Not to mention their plots are usually more stale too. Also don’t give me that “Stronger Monsters” excuse. Wouldn’t want to prolong a boring game any longer than necessary.
That image is honestly retarded, that user is trying to make it sound super hardcore and epic when in reality, it sounds like the most unfun grindy garbage I've ever seen.
>Forget to save every 5 minutes
>Get this encounter
>Lose numerous levels cause bad luck
>Have to either grind them back or continue on minus a few levels
Haha so hard :)
It really was that bad. There's a reason most JP compilations skipped it or reworked it to be less bullshit.
Speaking of, it's weird how Wizardry was created in the US but ended up basically becoming a JP series after some point.
wizardry looks like THAT?
it saves automatically, and there are spells to kill most of these enemies, you're just fucked if you get ambushed
Drecom Acquires Wizardry Series, Will Develop a New Game
siliconera.com
Yes absolutely.
>Drecom is a mobile game developer based in Tokyo. Its past works includeDisgaea RPG(co-developed with ForwardWorks), the mobile version ofEverybody’s Golf(co-developed with ForwardWorks),Derby Stallion Masters,Chocotto Farm,Digimon ReArise(developed for Bandai Namco),Kirara Fantasia(developed for Aniplex), and more.
It's even deader now.
4 was the one that got skipped in the compilations. The one you're looking at in OP is a JP version of 1. 4 was hard not because of combat, but because mapping the looping, spinning hellscapes and tjhe assorted bullshit puzzle solving is a masochistic ordeal.
It really isn't quite that bullshit though given that you can nuke things with magic pretty well by that point in the game.
Every time this image is posted someone has to explain that there are japanese versions of Return of Werdna and Throb of the Demon's Heart is another game entirely.
Any game that increases difficulty by just making enemies hit harder and have more health isn’t worth playing at a higher difficulty
What in the absolute shit is this map even showing
Depends, I've played rpgs where the hard mode does substantual things like changes to enemy behavior, different enemy and boss formations, and even unique attacks that aren't found in normal mode. But otherwise yeah, most rpgs will just do shallow stuff like increasing stats or even worse, nerfing the player.
The idea in older RPGs was quite a different mindset from the modern RPG. Today's games are configured so that every encounter is "balanced", or basically there for the players to stomp on it without dying up until they get to an encounter where it was "okay" to die at, like a boss.
Older RPGs didn't give a fuck, thanks to how older D&D worked. They would just throw shit in there, and it was up to the players to figure out that the battles were too tough for them and how to run. Unfortunately, this didn't translate quite as well to video game form, but even then, most encounters in Wizardry were no where near as tough as what you usually see.
That's a silly way of looking at things, even increasing the parameters is a valid way to add difficulty because it makes the game less forgiving. Applying the same logic you could say that playing any game with enemy damage cut in half is just as good as playing it on its normal difficulty.
RPGs moved to D&D style of fun based on choices and worldbuilding instead of battle difficulty
Ideally there shouldn’t even be difficulty options imo but if there they are they should change enemy behaviour instead of just making them tanks that hit harder but do the same thing
Spinners (which aren't visible and don't notify you that you've been spun to a random direction) and one way walls (only visible from the side you can't go through) out the ass. The edges of the map loop. Yes, there are inescapable areas that will softlock you if you don't have the right thing to get out.
Turn-based RPGs always had the potential to be chess-like in complexity but never managed to get past RNG bullshit and grind before they were entirely outdated. And now there's no hope as zooms are fed "roguelike" variants where the RNG bullshit is intentional to feed compulsive behavior. Dead genre, or worse, undead.
Abyss and dark zero was good
Not him but what tends to happen with a lot of games is that the developers will usually design and balance them around one mode in particular (usually the "normal" mode) and then add on other modes later. This usually makes these other modes feel unbalanced and poorly designed, they'll either be piss easy or tediously difficult.
>RPG
>either absurdly difficult or press A to win
are there any well balanced ones that don't feel like a slog/chore the whole way through?
This is often true, but also often increasing health and damage just means you have to spam strong skills and heals more often. In many games, playing on harder difficulties just makes battles longer and more tedious, not 'harder'. This works in games where resource management is actually important, but too many RPGs let you carry around hundreds of healing items, removing the need to be cautious at all. There's a reason survival horror games on harder difficulties hand out less ammo and items.
There are a small handful of turn-based games which manage to be challenging without relying on bullshit mechanics. Etrian Odyssey for example does this pretty well. People will complain about how broken builds trivalize the game but party building and boss battles are basically puzzles, looking up builds and strategies is like looking up the answer to a puzzle, of course it trivializes things. I'm sure there are chess sims where you could write down a strategy that wins matches 100% of the time, because computers behave predictably.