You got it right. NG+'s implementation differs depending on the game in various ways like you listed. Usually the big things are gear and/or levels carrying over, additional difficulties, and new post-game content to experience.I think that's a bit of a misconception, to be honest. By and large, NG+ means "replay the game but with certain bonuses" (at least in single player games; I'm not an MMO vet, so I'm not sure if this is common in this genre or if NG+ is even a thing in most other MMOs), which can vary wildly from game to game. Some games require you to level up all over again - Persona 5, for example, does this - but others carry over levels, like Persona 3, or automatically start you at a high level, like FFXII's updated versions (IZJS, Zodiac Age). Sometimes gear is carried over, sometimes it isn't. Generally, something is carried over, or some form of bonus is granted on the subsequent playthrough, but what that is by and large is up to the developers.
If I die, forgive me. I used to be a Dragoon.
Harder difficulties wasn't the main selling point at first until the Souls series popularized it with enemy and boss stats scaling up by a certain percentage every time you beat the game.
When NG+ first became a thing, it was more to do with just replaying the game with new features.
If I die, forgive me. I used to be a Dragoon.
They definitely existed before the Souls games; I still remember Golden Sun: The Lost Age had two NG+ versions, one that carried over your levels and one that started you over with much tougher enemies. And FFXII: IZJS introduced both NG+, which started you over with all characters at level 90, and NG-, which restricts you from leveling up, creating a low-level challenge. Additionally, harder difficulty levels have often been locked behind an initial playthrough in some games; Kingdom Hearts II: Final Mix did this with Critical mode, and Fire Emblem: Radiant Dawn similarly locked Hard mode (Maniac Mode in Japanese; that game had some weird localization problems in regards to its difficulty settings) behind completing the game once.Harder difficulties wasn't the main selling point at first until the Souls series popularized it with enemy and boss stats scaling up by a certain percentage every time you beat the game.
When NG+ first became a thing, it was more to do with just replaying the game with new features.
That being said, it was almost always an option rather than the primary selling point of NG+, which is definitely the case with the Souls games, so that popularized that trend to some degree.
Edit: I can't confirm whether or not KHII: Final Mix locked Critical mode behind game completion, so take that example with a grain of salt.
Last edited by Seraph522; 09-18-2019 at 03:38 AM.
I never said Souls was the first series to have it, I said it was the series to popularize harder difficulties. Chrono Trigger was the first game to popularize the term "New Game +" and its version didn't include difficulty scaling at all unless you count fighting the final boss much earlier on than you're supposed to a higher difficulty.They definitely existed before the Souls games; I still remember Golden Sun: The Lost Age had two NG+ versions, one that carried over your levels and one that started you over with much tougher enemies. And FFXII: IZJS introduced both NG+, which started you over with all characters at level 90, and NG-, which restricts you from leveling up, creating a low-level challenge. Additionally, harder difficulty levels have often been locked behind an initial playthrough in some games; Kingdom Hearts II: Final Mix did this with Critical mode, and Fire Emblem: Radiant Dawn similarly locked Hard mode (Maniac Mode in Japanese; that game had some weird localization problems in regards to its difficulty settings) behind completing the game once.
That being said, it was almost always an option rather than the primary selling point of NG+, which is definitely the case with the Souls games, so that popularized that trend to some degree.
If I die, forgive me. I used to be a Dragoon.
Yeah, I think I read "not the main selling point" as "not really important," which wasn't what you said (my apologies for that).I never said Souls was the first series to have it, I said it was the series to popularize harder difficulties. Chrono Trigger was the first game to popularize the term "New Game +" and its version didn't include difficulty scaling at all unless you count fighting the final boss much earlier on than you're supposed to a higher difficulty.
End of the day, as been stressed in this thread a few times, is that the devs never said youd get exp or rewards for NG+. It was always marketed as the ability to replay content using your current character. Thats it. Thats what most threads on here, reddit, and other sources expressed regarding it. If people had the assumption it had exp and are bummed that it might not, thats on them and not the Devs. Im not sure what more there has to be said regarding this.
You mean like the way you’re purposely ignoring the people who are saying, in this thread, that they will use this feature even though it doesn’t offer rewards?
I’ve read the dissatisfaction. But you’re ignoring the other half of posters that are literally saying they can’t wait for this feature.
If you’d like, I’ll quote every post that’s happy about this feature. There’s quite a few.There is no substantial amount of people that will use the feature on this thread.
Judging by your posts, I don’t think you know what toxicity means. No one is saying you aren’t allowed to express your dissatisfaction (unless you’re actually construing that Shhhh meme as someone actually telling you to hush—which would be silly on your part). They’re telling you not to do things like use absolutes (like in your first post when you claimed “no one will use this feature”), to not try and pass off your OPINIONS as FACTS (“I think this feature is useless because it won’t progress my character, therefore it’s factually useless”), and to stop speaking for other people. And to work on your attitude, because it’s been aggressive and hostile since the first post you made.There's a group of yes-men trying to talk those of us that are dissatisfied from express our views. That is toxicity.
Unless you can see the future and have access to the developer’s statistics on how many players actually use this feature, you aren’t entitled to really speak on how many or how few will use it. You’re wanting it to be a small group to prove your arguments, but you have no way of guaranteeing that will be the case.Some will use the feature honestly. But it will be a very select group, because you only have to think about it. If there is no progression in the system it's a system that will compete for attention with systems that actually progress your character, wich is basically the rest of the game. It will therefore see low activity numbers. Sorry if the truth hurts or is too hard to grasp. If you want to pretend that isn't the case go right ahead. Not my business.
This may shock you, but this is a theme park MMO. Not every piece of content added to this game is meant to be used by everyone. Some pieces, like Savage and Ultimate, aren’t meant to be used by any sort of majority. If you want to pretend that everything in this game needs to catered to your specific needs, go right ahead. You will be sorely disappointed, though.
PS - Ultimate is the feature that earned FFXIV the most notoriety on sites like Twitch when it released. Considering it offers nothing but shiny, fancy weapons that aren’t BiS and a title, one can argue it also isn’t used to progress your character. Yet, it’s the most well-received piece of content that this game has ever received, and groups are still trying to get together to bear both UCoB and UwU almost a year after the former was released. Not everything added to this game has to focus on character progression and leveling—and there’s plenty of features that actually don’t.
Last edited by HyoMinPark; 09-18-2019 at 03:54 AM.
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Passive aggressive much? My point was simply that locking a mount behind doing all of the quests in order to incentivize the content would have been nice and not at all harmful to the feature or content. If you don't want to do it then fine. If you do then great have a reward type of thing.End of... what? What end? You are literally picking random chapters of the previous story to replay. There is no 'end' for this. This is just 'if you want to replay parts of the story that you really really liked, please look forward to doing so!' and that is all.
There are no goodies involved outside of STORY. There don't need to be. The goodie IS THE STORY. This is 100% a gift for people who wanted THE STORY. There doesn't need to be anything else. At all. Literally everything else in the game has carrots attached to it. This was done because people were BEGGING for ways to redo major story parts that COULD NOT BE DONE otherwise.
And stop telling us to 'go to the inn'. We have heard that enough when bullied in dungeons. By y'all. When bulldozing through the story. Rushing for exp.
I guess you never heard of the resident evil series then.This was back on ps1 so it might be before your time but it was games like that that popularised it.I never said Souls was the first series to have it, I said it was the series to popularize harder difficulties. Chrono Trigger was the first game to popularize the term "New Game +" and its version didn't include difficulty scaling at all unless you count fighting the final boss much earlier on than you're supposed to a higher difficulty.
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