Tavernking
Don't believe his lies
Any RPG designed with the expectation that players will have to rely on savescumming to beat it, is by default a poorly designed RPG.
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Nobody cares if you had to savescum your first playthrough of AoD. People have done iron man runs of the game, so obviously savescumming isn't strictly necessary. You probably had to save after every fight the first time you played Wizardry 7 too.
No.needs
Corollary:Any RPG designed with the expectation that players will have to rely on savescumming to beat it, is by default a poorly designed RPG.
Disco Elysium
Carrion gets it.I understand this as more of a question about meta knowledge than difficulty. I think that, in theory, a careful player should be able to finish a well-designed game ironman-style on his first attempt, even though in practice that might not be realistic. What I mean by this is that the player should be able to make informed choices without having to rely on trial and error. If there's a deadly trap in a dungeon, there should be a way for the player to detect it beforehand. If there's an enemy with an instakill ability, the player should be able to somehow find out about it and prepare for it instead of having to die and reload the previous save. If you distribute your skill points in a seemingly logical way, you shouldn't suddenly run into a brick wall that forces you to redistribute those points in order to pass a mandatory skill check.
In short, games that introduce bullshit obstacles you can only pass by pure luck or trial and error are bad. On the other hand there's nothing wrong with games that make you reload because of a punishing difficulty level.
why even have RNG then?If I get a suboptimal outcome from RNG and it's possible that I can try again,just let me do that in the fastest, easiest way possible
Disco Elysium
People think this isn't a RPG?!