Life
Member
We're about to hit 2022 and it baffles me we are still getting "new" (turn-based) JRPGs with exactly the same battle system + random encounter mechanics from 35 years ago or so. If it wasn't for modern graphics, you'd be hard-pressed to spot the difference between dungeon gameplay from back then, to one now.
I'm not that fed up about the predictable characters, towns, predictable "save the world" stories (although for once it would be nice to have a more personal story where you save your friend/family/town only). I'm just pissed an AI could probably be programmed to produce the gameplay aspects of a full RPG in (probably) mere minutes.
Create a plain dungeon> scatter a bunch of easy enemies, repeatedly fight the same enemies, scatter some treasure in different corners to attract MORE random encounters and increase your playtime. And there you have it. The only meaningful fight will be the boss - but even that will most likely be a breeze cos you were forced to grind/level up with the other encounters.
Instead of all these easy/repetitive fights that take so much time and are of no challenge, why not make a dungeon that has only 5 or 6 quality battles? Each one lasting about 5-8 minutes each, with unique enemies that make you reassess your team/equipment/tactics. Enemies that have SOME degree intelligence, reacting to what equipment you're wearing, or that are faster/stronger in certain terrain/weather etc etc. Battles that have been given thought and attention to by the devs. None of these ideas are mindblowing, but how lazy is it to only develop decent boss fights (which make up around 5-10% of game time), and feed the player fucking fodder for the rest of the 90%?
I'm not that fed up about the predictable characters, towns, predictable "save the world" stories (although for once it would be nice to have a more personal story where you save your friend/family/town only). I'm just pissed an AI could probably be programmed to produce the gameplay aspects of a full RPG in (probably) mere minutes.
Create a plain dungeon> scatter a bunch of easy enemies, repeatedly fight the same enemies, scatter some treasure in different corners to attract MORE random encounters and increase your playtime. And there you have it. The only meaningful fight will be the boss - but even that will most likely be a breeze cos you were forced to grind/level up with the other encounters.
Instead of all these easy/repetitive fights that take so much time and are of no challenge, why not make a dungeon that has only 5 or 6 quality battles? Each one lasting about 5-8 minutes each, with unique enemies that make you reassess your team/equipment/tactics. Enemies that have SOME degree intelligence, reacting to what equipment you're wearing, or that are faster/stronger in certain terrain/weather etc etc. Battles that have been given thought and attention to by the devs. None of these ideas are mindblowing, but how lazy is it to only develop decent boss fights (which make up around 5-10% of game time), and feed the player fucking fodder for the rest of the 90%?