That is perfect for me some days. Some days I'm so stressed out from wearing my adult diapers, eating pizza rolls, and watching reruns of Gun Smoke that I don't want to be challenged i just want to turn off my brain, turn on a podcast, and grind away at something. If there is a challenge I want it to be minimal.Xenich wrote: β November 19th, 2024, 13:58Welcome to game play. Risk vs reward, consequence of choice, etc... "fun" is a useless word, subjective and a pointless balancing goal.Faceless_Sentinel wrote: β November 19th, 2024, 13:39Xenich wrote: β November 19th, 2024, 13:27Significant traps that create play hardship, cursed items, diseases, etc.. which were more common in early games of Wizardry, Might and Magic, etc... are no longer common in many modern games because developers realized people would simply "reload" if they ran into anything that was lasting.May be because having trap that give you a curse that damages you every 5 seconds and give you β3 to all your stats until you visit priest in nearest settlement and nothing more is not actually fun or entertaining?Xenich wrote: β November 19th, 2024, 13:27I mean, lets be honest here... how many people do you think are going to continue playing if for instance a trap has some disease, curse, etc... which creates hardship for the character until they find some way to deal with it? Most will simply reload and avoid it rather than carry that consequence later into the game looking for a resolution.
Games are about challenge, dealing with good and bad decisions, and unknown circumstances that create obstacles. Those things affect how you build a party or character, what equipment you bring, how you approach fights, etc...
Everyone these days just builds for DPS, fast fights, being the first to the finish line and see this as a viable approach to play, but this isn't a strategy, rather a result of poor development that does not implement proper risk vs reward, choice and consequence.
Maybe having a skill, character, etc... who specializes in traps was more important than that focus on all DPS? Maybe having a utility class who could cure a disease, remove a curse, etc... was a good choice rather than a full party of berserkers?
People don't game these days, they want to be entertained and this has turned games into boring repetitious no thought key spamming design.
Maybe we can't call that a game anymore, but what do you call it?
I would agree that the "movie games" that come out also barely qualify as games as well as light novels.
There's also simulators which aren't really games, like those grocery store simulation games.
Does animal crossing get to qualify as a game? It doesn't even have a fail condition and it's not challenging at all.
