The problem is not my experience, it's that the scenario is very likely to happen. And it's not normal to have that many buttons unused in a lot of content.
Eureka is lv70, so Bio Blaster will be cut, same for deep dungeons.
I used Pokemon to compare the thought process, I can do the same with many other games. Persona 5, find the weakness and keep hitting it. Octopath traveler, find the weakpoint and spam it. I'm not comparing the games, I'm comparing the thought process behind choosing between rook and bishop. A basic "If/Else" thought process is not interesting nor engaging.
That's the point I'm trying to explain. An engaging choice is one with different outcomes and possibilities.
"Damage is sort of the name of the game" and that's the exact reason why you shouldn't tie the decision making with damage. You would give in to the easy solution and design, but also reinforce it.



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