Obviously ideas of fun vary; people are allowed to enjoy things I don’t like :)
Also I’m not rampantly disagreeing with you here, just picking at the edges for discussion because it still doesn’t sit quite right in my head.
It’s just… sometimes I feel like the implementation of complexity in these things is just kind of lazy, comparable to adding difficulty by making enemy bullet-sponges. It’s certainly more work to defeat them, but is that work rewarding?
Consider the annoyance that triggered this whole post.
In grim dawn, mid way through elite. I had some gloves with fairly miserable specs for my level, but they were providing most of my vitality res. Can I change them out?
Well there’s some with better overall specs but no vitality but they do have a lot of fire res, so I could swap those in, then the ring I was getting lots of fire res from could go, and there’s one with some vitality but unfortunately no poison, so let’s see, I do have a helmet that …
spongebob_three_hours_later.jpg
… but now my vitality is three points too low to equip the pants, oh fuck off. How is this fun?
Finding a reasonable solution doesn’t make you feel clever, and making an awkward compromise doesn’t feel like a justifiable sacrifice, it feels like you finally got too exhausted to search through more combinations and gave up. You can’t really look forward to getting better gear to fill a gap, because you’re going to have to go round and round in circles again trying to build a whole new set around the deficiencies that come with it.
It’s like debating against a Gish Gallop - taxing to keep up with but without any real sense of achievement.
And honestly it doesn’t feel like that’s really intended to be the real gameplay. If the genre is really a build-planning-combinatorics game with a bit of monster-bashing on the side, where’s the quality-of-life UX to go with it? Where’s management tools to bring the actual problem-domain to the fore? Where’s the sort-rank-and-filter, where’s the multi-axis comparisons? Where’s the saved equipment sets? Why is the whole game environment and all the interface based around the monster-bashing, if that’s just the testing phase? And if navigating hostile UX is part of the the challenge, then again I say that challenge is bad game design.
And all the layered mechanics across the genre feel like that: bolted on and just kind of half-assed, keeping the problem-domain too hard to work on because of externalities rather than the innate qualities of the problem itself. I know, let’s make the fonts really squirly and flickery so you can only peer at the stats for five minutes before you get a headache, that’ll give people a challenging time constraint to work with.
Did you ever play mass-effect: Andromeda, with the shitty sudoku minigame bolted on to the area unlocks? You know how that just… didn’t make the game fun?
That.
Also it seems to me that if the prep-work was really the majority drawcard, we’d be seeing a lot more football-manager-like tweak-and-simulate loops, if that’s what they were going for. Build your character, let it bot through the map (or just do an action montage), then come back with a bunch of loot and XP to play with before sending it out again.
I think an ideal game would hit all three kinds of satisfaction: tactics/graaagh, exploration/harvesting and mastery/optimisation. And ideally, each of those three targets would be free of external complications and left to focus on their own innate challenge and rewards.
I know that’s easy to say and hard to do… I’m just surprised that we haven’t got signficantly better at it in the last couple of decades.
:laughs in Australian: