Posted January 06, 2021
idbeholdME: Nothing like gaining a few levels, getting screwed by RNG and receiving no upgrades, going back to an area you already visited before and have an enemy you had no trouble with before smack you around because its stats got inflated too much.
Hence why I dislike random stat gains at level up (well, and the missable stat problem). The SaGa games with battle rank (including the Romancing SaGa series and SaGa Frontier) don't suffer from this partcular problem, at least not nearly as badly, because poor stat gains early on can be made up later; a character with low stats/skills fighting high rank enemies will gain stats quickly, and will also spark new skills quickly.
(Note: For SaGa Frontier, this observation only works for humans, and for mystic HP; other races have entirely different growth rules, which differ enough to need separate discussion.)
idbeholdME: And don't even get me started on save systems.... Any proper game should allow you to save manually (where reasonably possible). No-return, checkpoint only, single slot, wall collapses behind you, fuck you for thinking about exploration saving makes me want to puke.
Any *sufficiently long* game, that is. Games like Tetris the Grand Master don't need to allow saves at all; in fact, in that sort of game (and other arcade or arcade-style games where a game won't last even 15 minutes), saving doesn't even make sense (other than things like high scores). idbeholdME: Another one of my most hated things in FPS games is auto-heal. Shoot until screen goes red, hide for 5 seconds, repeat till you win the game. Fun.... NOT.
That assumes you're actually able to hide; sometimes you get into a fight with no place to hide, and then the auto-heal is only helpful if you're good at dodging (unless the auto-heal outheals the damage, but if that happens on the default difficulty setting without a specific character build, that's a major balance issue). There's some games with discrete encounters (in other words, encounters are on a separate screen) that give you full health between encounters; I've seen this in many SaGa games, as well as in Gargoyle's Quest (though GQ has dungeons that are essentially treated as long encounters, and you don't auto-heal during them).
idbeholdME: Why would anyone care about a speedrun route that utilizes what is basically cheating? I have 0 interest in speedrunning either way but this definitely strikes me as weird.
One thing that's worth noting: * Beating the game via RNG manipulation is harder than beating the game without. You actually have to worry about how many frames you're moving, and when to pause a few frames to avoid a random encounter. It's a lot more effort than the mindless "grind" (I really don't like this term) involved in casual plays and no-manip speedruns.
* Figuring out the RNG manip will likely take more time than beating the game without using it.
Post edited January 06, 2021 by dtgreene