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TopicLet's discuss game design traits that we either LOVE or HATE
Solioxrz362
07/10/18 3:04:53 PM
#8:


pyresword posted...
Hate: RPG's that feature instant death spells while also having a "party leader death=Game Over" mechanic.

Oof let's go over RPGs.

Hate: Grinding. Who thought this was fun? There is nothing fun about killing things over and over and over again for EXP points. It's repetitive and lazy. I don't care what I get after I level up. Don't make me grind. Give me enough content to where I can go do side quests or something to level up instead of running around the same area to kill random encounters.

Hate: Random Encounters. These can be done right, but they often aren't. An area that has one enemy who has a 10% chance of showing up but can fuck your shit up is poorly designed. An area that has 5 different enemy mobs in it, all of which have a different status effect that they can put on you and exploit heavily, is poorly designed.

Hate: Boss battles that have completely unpredictable death moves, practically forcing you to die and retry. Alternatively, boss battles where the boss only has one real weakness and it's trial-and-error to figure out what their weakness is. Or both of these things at the same time. FFX was a real big culprit of this. Zombie seemed to be the favorite/least favorite status ailment of a few of the final bosses, and they're really the only ones where you have to worry about zombie. You could either exploit zombie heavily yourself, or you'd have to be ready to defend against it, otherwise you get 1-shotted. If you aren't well equipped, guess you get fucked up, then you gotta backtrack to get some zombieproof equipment which won't be useful outside of those boss battles.

Hate: Too many status ailments / elemental types. Persona 5 did this. You have fire, ice, wind, electric, physical, gun, nuclear, psychic, light, dark, and almighty to attack with. Then for status ailments, you have burn, freeze, shock, dizzy, forget, confuse, sleep, fear, despair, rage, hunger, and brainwash. That's just too much. You aren't gonna have any really intuitive or meaningful use of all of those. It's just extra stuff to keep up with that doesn't really add anything good to the battle system.

Love: Final Fantasy's Active Time Battle system. Pretty good game design IMO. Retains a bit of turn-based combat, but also keeps the action moving. Forces you to make quicker decisions but also limits how much you can attack in a given time. Simple but effective, which is what I like.
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