Comment on Anon encounters a Switch owner
kemsat@lemmy.world 6 months agoThe entire system was trash from the get go. I don’t care that weapons break IRL; I’m playing a fucking video game, get that shit out of there.
Comment on Anon encounters a Switch owner
kemsat@lemmy.world 6 months agoThe entire system was trash from the get go. I don’t care that weapons break IRL; I’m playing a fucking video game, get that shit out of there.
Cowbee@lemmy.ml 6 months ago
It isn’t about realism, but creating a resource-management gameplay loop. Need better gear? You have to regularly work for it. It also encourages using weaker weapons in weaker areas, which makes the difficulty more consistent and fresh.
kemsat@lemmy.world 6 months ago
Yeah that’s all trash. I’m playing an action adventure game, not a logistics game. Get that crap out of there.
Cowbee@lemmy.ml 6 months ago
It’s not that deep, lol. Again, it drives creative problem solving by adding a price to each action. Using your tools like the slate or other mechanics is free, and results in a more engaging gameplay experience than just “swing my strongest weapon forever.”
kemsat@lemmy.world 6 months ago
Deep or not, it’s unnecessary trash.
Natanael@slrpnk.net 6 months ago
But that’s not what makes games fun for me