Norfleet wrote: β
March 13th, 2024, 15:07
Xenich wrote: β
March 9th, 2024, 23:50
Matter of perspective though. What you see as taking you too much time to get around it, I see as a natural barrier to reasonable play. That is, if a person really wants to "grind" themselves to death to pinch every penny, well... if that is something they are willing to do, I guess that is what they will do, but I don't consider such min/max level of grinding to maximize currency as reasonable play. The enjoyment isn't lost, its just a hassle for those who don't want to have to make a decision on the issue (ie they want all the cash and none of the consequence). That is exactly what I mean though in terms of "tedious" being used to justify a change that really only serves an individuals tolerance or personal goals within the game.
Using tediousness as a means of trying to balance the game is a really WEAK way to balance the game, and tends to come undone when you realize that a fairly sizeable section of gamers have decidedly obsessive tendencies, of which "No Loot Left Behind" is an extremely commonly seen one. This means that you're in a position where you're trying to balance a game where you have the impatient and careless players. vs NLLBs, and the power gap between the two widens dramatically when the only thing stopping people from leaving no loot behind is the tedium.
Thing is, tedium isn't being used in these cases. What I am saying is that tedium is a manner of play that was developed over gaming attitudes from MMOs mostly, if I had to narrow it to where it became a focus as their systems designed around it as a method of play (ie massive grinds to achieve small results in order to gimmick players in content). This then became the standard of play style for many gamers of those generations and it translated over to how they would play other games.
Like I said, a lot of this is in terms of reasonable occurrence. That sort of tedium in play is taken care of by a lot of traditional features (random encounters and time being a component in the games system of play). So it was never an issue in a lot of older games.
For instance, I think an easy change to current systems would be to put more "time" based influences that might create consequences for such practice such as simple random encounters. In BG3 for instance, spawn based Ambushes in places where players are excessively running back and forth hauling loot. Not to mention, another system I think that has lent to this form of play is travel points. If a player had to run back and forth across the entire map, all the while this causing an increase of running into encounters, it is a layer of management in play. Add in additional negatives for weight that effects combat abilities, spell casting, etc... on top of speed and you make it impractical to even apply this approach.
This adds more "Game play" to the game rather than simply removing yet another component of play because people apply generic, excessive exploitation of system play.
I honestly think that games have these problems specifically because we have attended to "convivence" which has created numerous other problems with system balance which leads to more and more solutions dumbing down the systems and making them more generic, eventually becoming nothing more than combat simulators or adventure games rather than an RPG.