I think that's the point. The tension and excitement which gradually increases the further you progress, knowing that you might lose everything if you make a mistake.Make a couple mistakes and lose 60 hours of progress?
The problem with many games with iron modes is that they're not really designed for it.I've always found playing Ironman / Hardcore in long non-strategy games to be stupid. Make a couple mistakes and lose 60 hours of progress?
No thank you.
The only reason many crpgs are this long is because the dev wants to tell some story that usually ends up being mediocre at best. You're 60 hours in, but how much of that time was spent either just reading mediocre dialogue or watching some shitty cutscene?60 hours of progress?
Randomness beyond combat rolls.well, what are some design elements that make a hardcore/ironman RPG better suited to this kind of gameplay than playing a regular RPG with a self-imposed ironman restriction?
Here's some exampleswell, what are some design elements that make a hardcore/ironman RPG better suited to this kind of gameplay than playing a regular RPG with a self-imposed ironman restriction?
True, but for me this growing tension has a tendency to turn into burnout; since at some point I barely dare keep playing for fear of making mistakes, making me more and more reluctant to resume a game.I think that's the point. The tension and excitement which gradually increases the further you progress, knowing that you might lose everything if you make a mistake.Make a couple mistakes and lose 60 hours of progress?
Or just have less RNG to begin with. Especially RNG with a large range of possible outcomes is a crutch for inadequately modeled systems. And procedural loot is usually just stupid filler junk or items that make little sense for the container/location. These should be placed by an actual designer with half a brain and a hint of creativity instead of a random number generator.If a developer wants to prevent players to circumvent RNG outcomes, the solution is to run the RNG long before the player notices the outcome, instead of the same moment. Perhaps each lootbox and NPC stat could be generated when the game begins, instead of the moment the player interacts with them?
Length is also required for having meaningful character progression while still allowing the player time to get used to new abilities.The only reason many crpgs are this long is because the dev wants to tell some story that usually ends up being mediocre at best. You're 60 hours in, but how much of that time was spent either just reading mediocre dialogue or watching some shitty cutscene?
For Ironman to work, I think gameplay must be enjoyable in every new restart. A game based on story actually sounds like a very poor Ironman choice, almost as bad as if a movie only let you progress 10 minutes for every new viewing, forcing you to view it again from the start every time.The only reason many crpgs are this long is because the dev wants to tell some story that usually ends up being mediocre at best. You're 60 hours in, but how much of that time was spent either just reading mediocre dialogue or watching some shitty cutscene?
Yup. In an rpg, you should be creating the story with your decisions during gameplay. Not trying to run through some failed movie/tv/book writer's plotline.A game based on story actually sounds like a very poor choice
Let me ask Zed about the DDO thing. Zed Duke of Banville is DDO worth playing?I agree with you, save scumming is a problem, if you can phantasmal killer and reload till the foe dies, you remove the main reason behind RNG in the game. Talking about it, DDO will start a new hardcore league day 6, you could try make a gnome illusionist and see how far you can go.
Dragon's Dogma Online might be the only MMORPG worth playing, except that it's Japanese-only, never having had an English-language release, and the servers were shut down in 2019.Let me ask Zed about the DDO thing. Zed Duke of Banville is DDO worth playing?
Dragon's Dogma Online might be the only MMORPG worth playing, except that it's Japanese-only, never having had an English-language release, and the servers were shut down in 2019.Let me ask Zed about the DDO thing. Zed Duke of Banville is DDO worth playing?
Dragon's Dogma Online might be the only MMORPG worth playing, except that it's Japanese-only, never having had an English-language release, and the servers were shut down in 2019.Let me ask Zed about the DDO thing. Zed Duke of Banville is DDO worth playing?
Nope. I was talking about this DDO, Dungeons & Dragons Online
Deep gnomes gain bonus to illusion spell DC and phantasmal killed spell like ability(1:12)
It works in tabletop. So there is a way to make it work in a story game. There just needs to be mechanics to facilitate it.Does not work in a typical narrative-driven RPG.
Just copy the one save file and keep a folder of back ups.Designing a game around Iron man mode and to only be played with the Iron mode seems natural for a crpg. It's good for role playing since you can't save scum.
I see. So story games aren't even real rpgs.Because tabletop is closer to sandbox than to narrative rpgs. DM is making shit up, can always adjust the story to death, or a new run. Narrative fixed RPGs are fixed, so if you die, you will have to sit through the same shit over and over.
That just creates a different problem though- now the player is inventivized to try pickpocket everyone in the game once, and reload if it fails. This kind of gameplay is retarded; it requires no skill or intelligence, only tedium with zero risk. Cookie clicker has more impactful decisions than games that let you savescum things like that.If a developer wants to prevent players to circumvent RNG outcomes, the solution is to run the RNG long before the player notices the outcome, instead of the same moment. Perhaps each lootbox and NPC stat could be generated when the game begins, instead of the moment the player interacts with them?