@devise22 said:
Honestly more than anything I think the biggest fatigue for me right now is a byproduct of too many games trying to be too many things. I mean look at something like Bloodstained, for example. It's a metroidvania but it also has heavy crafting, rouge-lite, and RPG mechanics. This generation has seen a rise in the standardization of so many mechanics that used to be specific to a single genre in a way that has saturated me entirely on some of these game concepts.
It's funny to me because I was a big RPG fan growing up in spite of having to learn to love turn based combat and those sorts of aspects. Basically the compromises made to combat. I couldn't stand playing Morrowind and having your weapon swing through an enemy and missing. I always wished one day action games would get that stuff.
We've seen it by now in most every game that's coming out but it shows you the importance of the delivery, the interconnecting systems, and the depth. In a lot of these games it just feels silly.
For an example, I really like Control and the crafting aspects are fine because they are so in the background, but its really silly when you look at it. You have these discrete materials you just pick up and who cares about which is which as they are these abstract concepts and things, you can level up system you have to craft random add ons for yourself and your weapons when you already get a shitload of them around the environment as is, and they are already color coded for rarity to begin with. In the end you are improving your weapons and things.
So what the hell was wrong with Resident Evil 4's shop system? It was doing most all of that in a way simplier and more effective way. (Control is great otherwise and this doesn't even bother anything about the experience since you just ignore it but it's silly when you look at it). With a lot less, you can do more. Like the RE 4 shop or I'd say Souls crafting at its best, which usually had one or two things to find and when you found them it was an exciting moment and you weren't really guessing about any part of it.
That's the thing with these games is they include these systems but don't want them to be so meaningful (or don't make them feel so by making the gains you get leveling up say purely numbers going up) that it all becomes busy work.
Some effects these inconsequential mass of systems create is
1) diluting the leveling up experience. Instead of feeling excited when you get a new ability or feel meaningfully stronger when you level up, you get these gradual upgrades that are mostly the same. In an effort to have multiple systems, you make the upgrades less meaningful (see the Perks in Outer Worlds that were just basic stat increases over say actually being perks).
2) making no one care about any of it. If its small and focused and improvements are meaningful, I care. See say the Souls series handling of gear and upgrades. When its small percentages and I'm picking up TONS of loot, I dont' even bother to check it out. Especially in some of these games that already feel like cake walks anyways to get through.
I also have one maybe hot take about RPG and systems in games now is that I am not a fan at all of how freely many games let you respec at will or totally shift your build at will with different abilities. Or in general let you fill in a whole tree easily. To me that seems fine in theory but brings down build differentiation which matters in RPGs, even to a lone players experience. It creates a feeling when you as a player see a lot of options before you and need to choose your way through that is not a negative feeling even though you are technically missing out, but in fact feels cool and like there is real freedom there because you know you need to pick and choose and work to your strengths. It's a whole way of thinking that is nice on paper because it's about respecting the player but in the end actually doesn't respect their experience.
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