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> There are many players that don't want to be challenged or explore That might be true in some cases, sure. But in recent years I've noticed a lot of games a
by michaelt 2y ago
> There are many players that don't want to be challenged or explore
That might be true in some cases, sure.
But in recent years I've noticed a lot of games adding things like crafting and alchemy mechanics that are pretty grind-heavy to puzzle out on your own.
If I've got to brute-force recipes? Or if there are hard-won ingredients and they might get wasted or produce something useless? Or if the developers, not wanting to risk breaking the game balance, made the craftable items weak or highly situational? Can easily be Not Fun.
- IgorPartola 2y agoBut is this because there is going to be a wiki explaining exactly what to do, something not done before?
- 2muchcoffeeman 2y agoZ:BotW and Z:TotK got the open world crafting balance right. Ingredients are plentiful, experimentation is low risk, and you exploring new places really seems like exploring.
- Yawrehto 2y ago>crafting an alchemy...that are pretty grind-heavy to puzzle out on your own Or it could be you have a minor goal (eg, 'what would X + Y be') but first you need to GET x and y. You're not spoiling what you're doing. The other day I was playing Infinite Craft and wanted to test something (what WOULD freedom + fries be; for those wondering, freedom + french fries is America), but first I needed french fries. I'm not too interested in figuring out how to get them on my own, so I looked that up. In open ended games, wikis can be used to help accomplish goals you set for yourself, since they tend to have minimal direction. They take the place of, eg, hints on where to go next. Some games have official wikis (like Little Alchemy/Little Alchemy 2), even!