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"but punching trees and grabbing rocks are a sort of procedural, emergent fetch quest that takes relatively very little developer time" I think you perfectly d
by fxtentacle 3y ago
"but punching trees and grabbing rocks are a sort of procedural, emergent fetch quest that takes relatively very little developer time"
I think you perfectly described why I hate most in-game crafting. It feels like cheap filler content to increase play time.
"Games of yore were all about checkpoints. A story on rails."
I love that. I hated AC Origins for its open world and I was relieved that AC Mirage was much more linear.
- Jensson 3y ago> It feels like cheap filler content to increase play time. That is true in combat games that tac on crafting afterwards, but in these games the gathering and crafting is the main content and the combat is filler. If the gathering and crafting didn't have any sort of nuance or interesting quality to them the game wouldn't become popular, you might not like that sort of gameplay but it is hardly just "filler" content.