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Example of RPGs that do attrition well?

For discussing role-playing video games, you know, the ones with combat.
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DagothGeas5
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Post by DagothGeas5 »

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Cipher wrote: December 30th, 2024, 06:23
DagothGeas5 wrote: December 29th, 2024, 19:25
Valter wrote: December 29th, 2024, 19:20
Dunno what in specific you mean by 'attrition', but going by other posters' examples here:

Really like this one
I notice it has a second game, is the franchise worth playing?

Also,
Image @Vergil

"Worth it?"

Do you value your sanity? Do you enjoy misery porn? Do you enjoy being the star in a torture snuff film?

If yes to all, then yes, it is worth it.

It is a great testament of what can be done with the old RPG Maker, the little engine that could. It's brutally, and I do mean brutally hard. Pulls no punches. You will die, many many many times. You need to spend very rare consumable item to save. Otherwise, you can only save in a save point which are a handful across the entire game. Yes, that's less than five in total. If you die, the game is over and you must start from the very beginning. Wasn't this supposed to be a turn based RPG? That is correct, it is. After learning the ropes, you will still die since items are randomized, so you will remember where is an item stored but what item will be this time depends on RNG. If you persevere, there's some interesting character stories to be had, depending on your chosen protagonist and your actions throughout your adventure. Extremely grimdark and truly lovecraftain, in the real way of sanity and humanity loss and unfathomably uncaring gods with alien mindsets without resorting to the usual "tentacle head monster" mainstream idea of 'lovecraftian'.

Fear and Hunger is a game about teaching the player that life is pain and then you die. You decide if that's a game you want to spend hours of your very finite and ever so constantly dwindling time on this world.

Reminds me of another game that Sseth reviewed (Japanese made I think? Can't recall) that was pixealrt and had interactivity like something akin to Space Station 13 and Nethack. Fascinating that it was made with RPGMaker!

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Post by rusty_shackleford »

DagothGeas5 wrote: December 30th, 2024, 12:48
Reminds me of another game that Sseth reviewed (Japanese made I think? Can't recall) that was pixealrt and had interactivity like something akin to Space Station 13 and Nethack. Fascinating that it was made with RPGMaker!

This?

A sequel was released into early access recently

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Post by J1M »

Tangerine wrote: ↑ December 30th, 2024, 06:18
J1M wrote: ↑ December 30th, 2024, 06:08
Tangerine wrote: ↑ December 30th, 2024, 02:30


Don't they only heal 30 HP? You blow through them pretty quick.
Would be surprised if you are burning through 3000 hp walking on lava tiles.

But good news, you can also buy 99 hi-potions.
Hi-potions didn't exist in the NES version. The remakes are significantly easier.
While that may be true, I don't recall ever being close to running out of potions when I played it (NES emulator) so I think you are intentionally missing the point or we had vastly different party compositions.
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Post by rusty_shackleford »

I played final fantasy on an actual NES, you could just grind random encounters.
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Post by Kalarion »

rusty_shackleford wrote: ↑ December 30th, 2024, 13:54
I played final fantasy on an actual NES, you could just grind random encounters.
So did I. You didn't actually grind your way out of item dependency did you?
. wrote: ↑
Kalarion did this a lot better you know.
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Post by rusty_shackleford »

Kalarion wrote: ↑ December 30th, 2024, 15:46
rusty_shackleford wrote: ↑ December 30th, 2024, 13:54
I played final fantasy on an actual NES, you could just grind random encounters.
So did I. You didn't actually grind your way out of item dependency did you?
The thread isn't about artificial restrictions you place upon yourself
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Post by Element »

Cipher wrote: December 30th, 2024, 06:23
DagothGeas5 wrote: December 29th, 2024, 19:25
Valter wrote: December 29th, 2024, 19:20
Dunno what in specific you mean by 'attrition', but going by other posters' examples here:

Really like this one
I notice it has a second game, is the franchise worth playing?

Also,
Image @Vergil

"Worth it?"

You need to spend very rare consumable item to save. Otherwise, you can only save in a save point which are a handful across the entire game. Yes, that's less than five in total. If you die, the game is over and you must start from the very beginning.

You can get the blood portals + the save point that doesn't require the use of any consumable to save. The game world is pretty tiny once you get a feel for it, and can probably be beaten in under an hour with some luck.

Last edited by Element on December 30th, 2024, 15:55, edited 2 times in total.
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Post by MC_Sea »

WhiteShark wrote: ↑ December 30th, 2024, 02:32
Attrition isn't real unless time is real, so the vast majority of RPGs with "good" attrition, if not all of them, are going to be roguelikes. If supplies are effectively infinite and gated only by real life playtime, there is no attrition.
Mystery Dungeon games tend to pull this off exceptionally well even despite the fact that you can bring over upgraded equipment and items from other dungeons along with your storage. All it really takes is a couple of unfortunate traps or rough enemy encounters to put you in a desperate situation.
Last edited by MC_Sea on December 31st, 2024, 02:17, edited 1 time in total.
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Post by boot »

Jagged Alliance 2
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Post by DDC »

Gloomhaven is a masterclass in attrition.
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