It isn't about speed sometimes or difficulty play Disgaea's Item World, F2P games most of the time or several other Atlus RPGS sometimes it just forces you to grind to get some endings or beat the game because your level 300+ guy won't hurt the level 4000 guy. Games like Skyrim, Dead Island never really force you to grind much. Final Fantasy is another example of this with the older games since 1-8 you didn't have to be that high level to beat the game. Some games just force you to grind to get everything and it can be painful.Well really you've just proven my point in a way.
Obviously you're in too much of a rush to finish the game than be prepared to enjoy the game and all of challenges.
If you have reached a point to where you have to grind then either:
1. You got to said point quickly and your char aint levelled up enough.
2. You are able to win the challenging battle with your current char's level but it's too much much like hard work, so you avoid the battle for now and level up further.
How the hell do you choose the different options in that game? Was in the options or something or was it at the beginning of the game and I just missed it entirely. I don't remember choosing RPG mode or whatever.
i think just after creating your character you get to choose what changes you want in your game, i choosed a more rpg experience but i still felt it was just a shooter imo.
Kid Icarus Uprising says hi.
I agree, easy modes make games much more pathetic. But I guess the option is nice for casuals and noobs. You really gotta grow up in the NES era and work your way up to truly know what playing video games is.
Kid Icarus is quite different, though. Instead of cut-and-dry difficulty options, there's a risk vs. reward type system.Well I think games marketed on difficulty have it. Like Devil May Cry, Dark Souls, and (as people have made it out to be) Kid Icarus. In fact most games that aren't founded on difficulty have some shitty difficulty scaling. Usually they just add health to enemies and reduce yours. Like Call of Duty. It doesn't make the game more challenging, it just makes it more obtuse.
If you want a great article on the matter, here's one from TV Tropes:
http://tvtropes.org/.../FakeDifficulty
Kid Icarus Uprising says hi.
I agree, easy modes make games much more pathetic. But I guess the option is nice for casuals and noobs. You really gotta grow up in the NES era and work your way up to truly know what playing video games is.
Well I think games marketed on difficulty have it. Like Devil May Cry, Dark Souls, and (as people have made it out to be) Kid Icarus. In fact most games that aren't founded on difficulty have some shitty difficulty scaling. Usually they just add health to enemies and reduce yours. Like Call of Duty. It doesn't make the game more challenging, it just makes it more obtuse.
If you want a great article on the matter, here's one from TV Tropes:
http://tvtropes.org/.../FakeDifficulty
Thanks for linking that site, that's some interesting stuff.Kid Icarus Uprising says hi.
I agree, easy modes make games much more pathetic. But I guess the option is nice for casuals and noobs. You really gotta grow up in the NES era and work your way up to truly know what playing video games is.
Well I think games marketed on difficulty have it. Like Devil May Cry, Dark Souls, and (as people have made it out to be) Kid Icarus. In fact most games that aren't founded on difficulty have some shitty difficulty scaling. Usually they just add health to enemies and reduce yours. Like Call of Duty. It doesn't make the game more challenging, it just makes it more obtuse.
If you want a great article on the matter, here's one from TV Tropes:
http://tvtropes.org/.../FakeDifficulty
So wanting to actually be engrossed in the story isn't enjoying the game?I don't think it is because all it really does is waste people's time and drag a game that would normally be able to finished story wise in about 3-5 hours to a 20 or 30 hours because you need to endlessly grind to get through to the next bit.
Well really you've just proven my point in a way.
Obviously you're in too much of a rush to finish the game than be prepared to enjoy the game and all of challenges.
If you have reached a point to where you have to grind then either:
1. You got to said point quickly and your char aint levelled up enough.
2. You are able to win the challenging battle with your current char's level but it's too much much like hard work, so you avoid the battle for now and level up further.
I don't see how easy mode can be detrimental if used strategically.
So wanting to actually be engrossed in the story isn't enjoying the game?
JRPGs need to take a page from MonsterGirl Quest's book on grinding and random battles mainly because all the random battles are part of the story so you only get about 3-4 battles while travelling between towns which makes grinding non-existent and you still level up enough to fight the boss.
I don't see how easy mode can be detrimental if used strategically.
What do you mean by 'used strategically'? The only example I can think of would be TWEWY, where you can change difficulties to obtain different drops.
So wanting to actually be engrossed in the story isn't enjoying the game?
JRPGs need to take a page from MonsterGirl Quest's book on grinding
and random battles mainly because all the random battles are part of the story so you only get about 3-4 battles while travelling between towns which makes grinding non-existent and you still level up enough to fight the boss.
Quoting you to show I'm discussing the argument, not that I agree/disagree with you.
Grinding is a bad mechanic. Period. It shows that a developer has run out of material or ideas and they need to pad out a game's time with monotony. I mean there's a difference between being underleveled and a need to grind. But there are plenty of games that require grinding. Pokemon is a good example. Do all the trainer battles and little side things you want, you'll still end up in a less than optimal shape for your next gym leader or the Elite Four. I've easily dumped hundreds of hours into various Pokemon games and grinding is definitely a key part.
F2P need to increase the length people play their games so they buy ingame items. Sure you can add farming with light grinding like Guild Wars but that is just another way to say we ran out of ideas to increase our games length. So what choice do they have people will just resell their game, stop playing or rent it unless they play the multiplayer portion a lot which lets say about half avoid. With lets say Diablo 3 the auction house gets some money but the game will eventually run out of people playing it or decrease significantly.
A good example of a horrible grind would be that Tales of Innocence game. I got to a certain point where they presented a boss that was severely overpowered. It wasn't a difficulty curve, it was a difficulty wall. So I was basically given the choice of not beating that boss or mindlessly grinding. I said "Fuck it" and never touched the game again. Some people may say "Oh that's just part of the franchise" but it shows fucking horrible game design and whoever thought "lol lets put a difficulty wall" should be taken out behind the shed and put down.
Although I hate gradual leveling as well. I forget the correct term but it's when enemies level with you (the term might just be "enemies level with you"). It takes a way a sense of accomplishment. Not that you grinded mindlessly and should get some reward, but that all your experience and stuff doesn't matter since the enemies are basically the same as when you're lvl 1 when you're lvl 50. Of course improved equipment and abilities change this most of the time but every now and then you're stuck with a game with some bad leveling. I love Puzzle Quest: CotW but it definitely had this issue.
It is called level scaling in some games but some games found a nice balance. The enemies did level but your equipment made it so you would slaughter the enemy or that basic enemies didn't do much. A big game that sucked with it was Dead Island a good example is FF8 and Skyrim.
Case in point: grinding is a huge design flaw and shows that a developer lacks the ability to create a game that can carry content without unnecessary padding.
EDIT: Also if anyone wants a perfect example of perfect difficulty, I suggest Rayman Origins. I have yet to see a game with a difficulty curve as flawless as this.
Diablo is a good example with a bunch of other RPGS and games with RPG like mechanics. Earth Defense Force being an example.I don't see how easy mode can be detrimental if used strategically.
What do you mean by 'used strategically'? The only example I can think of would be TWEWY, where you can change difficulties to obtain different drops.
So wanting to actually be engrossed in the story isn't enjoying the game?
JRPGs need to take a page from MonsterGirl Quest's book on grinding and random battles mainly because all the random battles are part of the story so you only get about 3-4 battles while travelling between towns which makes grinding non-existent and you still level up enough to fight the boss.
Quoting you to show I'm discussing the argument, not that I agree/disagree with you.
Grinding is a bad mechanic. Period. It shows that a developer has run out of material or ideas and they need to pad out a game's time with monotony. I mean there's a difference between being underleveled and a need to grind. But there are plenty of games that require grinding. Pokemon is a good example. Do all the trainer battles and little side things you want, you'll still end up in a less than optimal shape for your next gym leader or the Elite Four. I've easily dumped hundreds of hours into various Pokemon games and grinding is definitely a key part.
A good example of a horrible grind would be that Tales of Innocence game. I got to a certain point where they presented a boss that was severely overpowered. It wasn't a difficulty curve, it was a difficulty wall. So I was basically given the choice of not beating that boss or mindlessly grinding. I said "Fuck it" and never touched the game again. Some people may say "Oh that's just part of the franchise" but it shows fucking horrible game design and whoever thought "lol lets put a difficulty wall" should be taken out behind the shed and put down.
Although I hate gradual leveling as well. I forget the correct term but it's when enemies level with you (the term might just be "enemies level with you"). It takes a way a sense of accomplishment. Not that you grinded mindlessly and should get some reward, but that all your experience and stuff doesn't matter since the enemies are basically the same as when you're lvl 1 when you're lvl 50. Of course improved equipment and abilities change this most of the time but every now and then you're stuck with a game with some bad leveling. I love Puzzle Quest: CotW but it definitely had this issue.
Case in point: grinding is a huge design flaw and shows that a developer lacks the ability to create a game that can carry content without unnecessary padding.
EDIT: Also if anyone wants a perfect example of perfect difficulty, I suggest Rayman Origins. I have yet to see a game with a difficulty curve as flawless as this.
Diablo is a good example with a bunch of other RPGS and games with RPG like mechanics. Earth Defense Force being an example.
Well it improves game length with DIablo and EDF. I know with TWEWY you can change it on the fly but you can do the same thing with most recent shooters and some other games if the game gets to hard. I know the drops change but they could easily made it so it drops two things at different rates at certain difficulties so people don't have to change it to 100% it.