2016 June
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It sounds like it would be a "feel bad" mechanic for many people and thus would have difficulty being mass-market successful
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I like interesting battle systems. Is there some place that documents what are the best things about the Pokemon battle system for someone who doesn't play the games?
2015 December
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They don't feel out of vogue. Off the top of my head, turn-based games I played within the last year: Persona Q, Disgaea 4, Divinity:OS. Bravely Default, Fire Emblem: Awakening, X-Com, Civ 5 (okay, I play Civ every year). I'm sure there's more I'm forgetting.
Edit: I also played Banner Saga and Shadowrun Returns Dragonfall, thanks to the replies for reminding me
2014 August
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If you don't think the content is worth the cost, then you don't buy it ne? No real loss there, except maybe for the publisher/dev
2013 December
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I was around 10 when I played and finished the first Legend of Zelda; probably 15 or 16 when I beat A Link To The Past. ALBW is easier than both of those, I think. You might just not be giving younger you enough credit, kids are surprisingly good at games.
2013 August
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As a programmer who had a 2600 as a kid, this was great to learn
2013 June
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Time and effort and cost (assets, etc.) and the story all factor in. Some stories are stronger when told in a straight/linear fashion.
The term laziness here upsets me for some reason (nothing personal). Might be because I'm a programmer and I understand what it means to need to cut content or features or avoid feature-creep in order to meet budgets and schedules. It's not like "branching paths" are on a standard RPG checklist and developers are just "naw, fuck that".
That being said, there are still a lot of very nonlinear RPGs around. The Fallout series and the Elder Scrolls games come to mind, and I think the Witcher series offers a lot of choice too.
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Posted on r/truegaming: Why hasn't Nintendo come out yet with a Mario game that includes a level editor?
I was playing LBP and I was thinking it would be pretty sweet to have a level editor and community-created levels for a Mario game. It would legitimize all those romhacks that create fun or impossible stages, etc. Why hasn't Nintendo done something like this?
2013 May
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You dont need the new Xbox to be nostalgic for old-school gaming
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While I have fond memories of it (and still have a copy at home), it kind of bothers me that late game always devolved to having one uber-hero with a stack of doom and a bunch of other heroes to assist him by moving troops and items and resources around. I'm not sure if this has changed in 5 or 6.
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They are very different types of games, though they do share the universe/lore.
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Turn-based RPGs, for example, really have nothing to show in terms of gameplay. I suppose responsive menus and quick responses to button presses, but past that it gets pretty hard to improve the gameplay aspect of it.
Wat. I take it these type of games aren't really your style. Skill trees and builds, ability choices, enemy balancing, equipment choices are all gameplay elements.
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Gameplay.
2013 February
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It's not backward compatible, no.
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Posted on r/truegaming: Are RPGs costlier to make than other genres?
It seems like there's a lot more assets that are needed given the amount of content typically packed into an RPG. That means a lot more story, characters, items, balancing, models, voices, videos, etc compared to something like an FPS, which translates to higher effort and thus higher costs. Is this a valid assumption? If yes, then why do companies keep making RPGs, are they more profitable than other genres? If no, what other factors go into the cost of other genres?
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People enjoy different things.
That being said, try to challenge yourself every so often, maybe you'll learn new things or grow somehow.
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the use of "Kangaroo War" instead of "Ragnarok War."
I found this hilarious lol
2013 January
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I consider myself ok in terms of strategy like spacing, pokes, mind games and the like, but my problem in general is poor execution; it's most probably because i dont want to put in the effort to memorize and practice combo strings and stuff. Like in sf4 i can pull of fadc's occasionally in training mode, but i dont have any hope of pulling it off in the middle of a heated match. For this reason i tend to rely more on short bnb combos
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Sid Meier once said that a game is a "series of interesting decisions". When your decisions have no consequence, the decisions become less interesting and meaningful. If your decisions don't have consequences, why bother having the decisions at all? Why not just give the player everything all at once, since that's what it essentially comes down to when you can respec at will?
I remember when I was playing Kingdom of Amalur, you could respec at any time for a small gold cost. The gold cost increases gradually every time, but it never becomes a very high value such that respeccing was practically free. That means there was no point investing in the Crafting skills since at any point you could decide "I'm going to do all my crafting now", respec to the best crafting build, craft your stuff, then respec back to what you normally have.