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0/10 game (lemmy.nz)
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[-] finalarbiter@lemmy.dbzer0.com 16 points 3 days ago* (last edited 3 days ago)

Encouraging exploration through rewards is not inherently bad design just because you don't like it.

[-] rumschlumpel@feddit.org 12 points 3 days ago* (last edited 3 days ago)

There is "exploration", and then there is "obsessively grinding sidequests". If you tie endings to the latter, that is ... questionable design, especially when it's not clear if you're merely pursuing a sidequest or doing something that will lead to a completely different ending.

[-] captcha@lemmy.frozeninferno.xyz 5 points 2 days ago

Yeah, I accidentally found a secret ending in one game because I kept grinding the arena fights for XP and turns out the secret final boss is the last fight

[-] Axeman666@sh.itjust.works 1 points 2 days ago* (last edited 2 days ago)

Chrono Trigger? There's like 12 endings and I think one can be initiated like that.

No, but it was some JRPG, I think it might be a common trope

[-] Axeman666@sh.itjust.works 2 points 1 day ago

It probably is. I haven't played a lot of JRPGs because they're so long.

It is good design only if it's good. The prevalence of Indy games in modern gaming culture has taught me that games should stick to what they do well. If exploration is a meaningful and engaging element it can be excellent. Most of the time in RPGs it's a drag. And even if you don't like it, the influence on the parts of the game that are good means you can't skip it. In an RPG, collectables is something I never interact with because it's boring. I am however getting every usable item there is even though I don't enjoy doing so.

[-] Static_Rocket@lemmy.world 8 points 3 days ago

We've taken the largest map in video game history and hidden 1000 needles around it

[-] mika_mika@lemmy.world 4 points 3 days ago

My kinda game.

this post was submitted on 31 Oct 2026
437 points (98.0% liked)

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