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i am passing a law to ban all level design that's like ok we have the obvious way and then dead ends with like 1% upgrade materials. couldnt give any more than that because the game is 50 hours long. but you do have to go down all of them

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ff16 the one of these that almost reaches intentional parody as it will, in every zone, place little points of interest in a dead end and then they drop like. 3 gil. and you have 142236 gil

Sometimes I wonder if I'm too harsh on FF16 when I rank it as maybe one of my least favorite FF experiences I've ever played (including spinoffs), but then I remember every moment like this and feel secure in my opinion that I'd rather replay basically any other game in the series through over it.

The “Trinket Ultimatum” bit from Tim Rogers’ FF7 Remake review bounces in my head _constantly_ now whenever I play a game like it. Octopath is incredibly guilty of this too, the paths aren’t worth it dawg!!

Then like, one or two of them (in the entire game) have something actually worthwhile, so I spent the entire fucking playthrough feeling like I needed to investigate them all.

the thing about this is it makes sense in an actual rpg dungeon where resource management and exploring all the possible paths for potential rewards is like. thats the whole game. but once you take out the resource management i start to get Annoyed. please, we are going to die eventually

And in octopath when you enter a new map and the level pops up and your way under it but you see a treasure that's sooooo close you could totally get it before the random encounter happens *mwah* that's good game

I replayed the original No More Heroes recently and still can't believe how much I love that half the "dungeons" in that game are basically tunnels with five fights so you can get warmed up before the boss fight. I don't need an "open-world" or "exploration" in every game.

*Sometimes* they've got a useful materia or something... but even then basically they become loot boxes with an infinitely low success rate And they *know* some of us can't resist going down all the branches :(

DQ7 Reimagined. They removed all resource management. I was losing my mind by the end. It was more a test of endurance to avoid the dead-ends.

idk even in that case like.... I can just BUY potions from the shop and get cash from the battles anyways, I'd rather the chests have like... actually cool things than just random consumables I wont use and would be better off selling or pocket change

oh yeah i mean usually in rpgs a) money is also tight so what you buy from the shops is valuable anyway and b) you will not find 4 Ingots you wiill find like. an actual armor piece better than what was in the last shop. it makes way more sense in its original context

its okay to just let the dead ends be part of the exploration process of solving the maze and finding the best route for your actual "beats the dungeon" attempt

In many games it also turns into - both paths are obvious, but you have to flip a tail to choose the 'alternate' path. And if you guess wrong, you get caught in the next cutscene, can't go back, and miss a pickup. And it's just like... why do we need to do this

Got South of Midnight now that it's not under BDS and it's beautiful, got great music and storytelling but man the level design is just exactly this over and over, and it was only like 10 hours but I was so sick of it by the end

i dont get it. just make the straight line of combat arenas if thats what your game is. this isn't exploration, its just an annoying obligation that everyone finds tiring

no it still is, what happened here is xbox cut loose some studios they owned and the rights for those games stayed with them, now no longer under xbox management