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Crosscode a promise is a promise 5 npc location
Crosscode a promise is a promise 5 npc location












crosscode a promise is a promise 5 npc location

I still prefer the pacing and atmosphere of the first three games. Only RE that I really can't get on with and I know it's highly praised and considered, but I just can't find the the charm in it.

crosscode a promise is a promise 5 npc location

A perfectly paced and designed video game. If you want freedom and exploration to be your main draw then make all weapons equally viable, hide different types in different areas so there's always something to discover, and tune your enemies in each area against the unique attributes of the weapon (melee, range, dexterity, elemental), thereby forcing the player to experiment organically by reading their enemies. The argument that the only way to balance OP-as-fuck weapons is to make every single weapon in the game highly durable, is a very bizarre one and it assumes that there was some mandate on the developers to put more and less powerful weapons in the game. People who do this are small in number and already out to spoil the game for themselves, so why bother tooling your game for them? Secondly, this is a huge - game world and the only way a person would know exactly where to find straight off the bat, would be if they looked it up. There are plenty of people in this thread who avoided combat and focused on the exploration and had a perfectly good time. First off, this implies that the main draw of the game - isn't enough by itself to keep a player engaged that if they were to make combat easy, the game would loose appeal, and that simply isn't true. Thread I want to talk about how genius the weapon breakability in Breath of the Wild is. They're bad and I know why, but I still love them. I'm a classically-trained orchestral composer who takes no end of pleasure is singing along to cheesy four-chord pop songs. The problem is that way too many people conflate personal preference with ostensible quality: it's okay to like bad things and dislike good things, to acknowledge the value of something independently of your feelings about it. It's way too common to see people appraise something based on how well it matches their personal preferences, but that's the not same as it being successful at what it set out to do.

crosscode a promise is a promise 5 npc location

Terms like 'bad game design' (even though I've used them often enough) are kind of meaningless though.ĭesign is contextual and judging efficacy is dependent on understanding what the creator is trying to achieve. Thread "You aren't a game Dev so you don't get to have an opinion on what is or isn't bad game design" I think a world in which creative output could only be critiqued by other creators in the same field would be a weird one - and not a better one. I don't hate it, but I'm shocked people don't follow BGS on that. Most systems will allow you to accrue XP by doing combat and then let you spend it on skill points that improve alchemy or lock-picking. I always like that you'd get good at stuff by practising. Before long you'd be down a hole wondering why on earth games even exist at all when they're so unrealistic.I'm surprised The Elder Scrolls system of 'learn by doing' isn't more popular. Lastly, there's a reductio ad absurdum to the whole argument, because if you're taking shots at the immersion breaking effect of levelling, you might as well point at health bars, to wonder why crippling injuries like gunshot wounds can be insta-healed by a handful of herbs, or a band-aid you might highlight the convenient level and game design that places all the necessary items a person needs within ready and sensible access to progress. It might be more valuable to ask is why these systems exist in such ubiquity among so many different types of games and to wonder if the ludo-narrative dissonance is not a reasonable trade off for gaming systems which are genuinely engaging and exciting for the majority of players?

crosscode a promise is a promise 5 npc location

The term 'suspension of disbelief' exists to address this. Yes, there is an inherent sense of ludo-narrative dissonance in the systems games use - almost all of them are abstractions of real experiences - and this is true of films and books as well. Not only that, you're not really arguing in especially good faith. Thread RPGs are bad game design and shouldn't exist anymore OP, you might get more truck if you offered realistic alternatives.














Crosscode a promise is a promise 5 npc location