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My game design benchmarks
Replying to @PandaKingEX
Without knowing what game design you think is good, it's a bit difficult to know what you think the problems are here
Endgame is the only spot that you can guarantee most players are at simultaneously, you can’t guarantee that someone is at some random fetch quest in the middle of the game. Most MMOs make the entire game leading up to the endgame throw away one and done content. Flawed design
That means you’re not a fan of final fantasy, you’re a fan of a specific game that happens to be final fantasy.
Anyways it’s gonna be funny if everyone was right about this story the first day part 1 came out but the devs had to keep pretending like they had something bigger/different in mind to not spoil their super obvious surface level storytelling.
Square Enix makes games based on statistics and feedback when it complains about something being too hard, they are not making art lmao.
Swillo retweeted
Thank you @The_Ben_Starr
Final Fantasy XVI made a big impression on me during a very tough time in my life. Always believed in it and still champion it to this day.
Assuming challenge isn’t fun
Assuming that this game is more fun than other games
Assuming that you can’t still have fun even if you’re critical of something.
People obsess over difficulty and challenge, forgetting that fun is a core part of playing video games.
It doesn’t matter if I get the Platinum trophy on my first playthrough or if bosses aren’t challenging.
You can always stop upgrading gear for more challenge. FUN matters most.
Phantom Blade Zero has reportedly sold 1 million copies before launch, and that number will keep rising. While others argue and fight, people who enjoy gaming will be playing Phantom Blade 0.
alineaanalytics.substack.com…
FF 1-9 are by far the least impressive combat systems in the series (they were very average compared to other games of their time) but they created some of the most unique and distinct combat systems in the entire genre space post PS1 era
Believe it or not there is a such thing as good execution and bad execution, balance and just general cleverness in how it’s done, you can’t just do any random thing and expect it to give a meaningful sensation
They have never said that the remake carries the same theme of the original (life/death) for a reason. They are not trying to generate the same feeling of loss that the original was going for.
Genres strengths and weaknesses? A genre doesn’t inherently have strengths and weaknesses since the purpose of a genre is to give a blueprint of expectations in what you’re getting (and not getting)
Phantom Blade Zero is one of the best action games we've ever played, one that recognizes the genre's strengths and weaknesses and addresses both with fantastical Wuxian style. Though the action genre is always jam-packed with new releases, few are as special as this.
Our Phantom Blade Zero review: gameinformer.com/review/phan…
I’m in my hate play era. So far I did Khazan and Wolverine, I couldn’t bring myself to hate play Onimusha because it looks abnormally bad and the demo was insanely bad. I am very excited to hate play Phantom Blade Zero and show clips of standing in a bosses face parrying
Khazan I had to bench for now. Some of the boss fights were fun but the level design and trash mobs suck and the rpg elements suck. Wolverine I 100% and got platinum in 25 hours, this is how you make a bad game, make it short so I can at least just get it over with.




























