It doesn't so only a couple of mutated creatures can use it, but not humans.Did Colony Ship really need Space Magic (aka "psi")?
Jedi Master Radek
It's either that or we go out of business, so take your pick.
At first you think that, but in few years time/ few next games you may start to worry about people who bought the game, really like it as it is, but struggle a lot with the finding the right way so you add optional quest markers. And the next game down the line you turn quest markers on by default because it's too much to demand from casuals to find options for them. Decline comes not through a big jump, but also through a thousand small steps.
I don't know if difficulty modes are a good idea. Tweaking a few numbers won't make the game necessary fun for casuals and they will still complain about design decisions that are too demanding for them like a lack of quest markers/compasses.
At first you think that, but in few years time/ few next games you may start to worry about people who bought the game, really like it as it is, but struggle a lot with the finding the right way so you add optional quest markers. And the next game down the line you turn quest markers on by default because it's too much to demand from casuals to find options for them. Decline comes not through a big jump, but also through a thousand small steps.
Default options are also not an issue as long as they remain OPTIONAL. They can default whatever they want as long as we can change it in the options screen. Once that disappears, we have a problem.
Easy mode isn't a problem at all. It would only be one if it is the baseline for all other difficulties. Normal should be the baseline and all the other difficulties should be relative to it. That way "easy" really means easy and "hard" really means hard.
This isn't that simple. Most people don't fiddle with options, so in time even those playing those kinds of games will get used to quest markers and then no devs will be designing games in mind with those playing with quest markers off. The option to even turn them off may silently disappear. Handholding will become so ubiquitous that you just won't be able to imagine a game without it.
Call it "Baby Mode"I mostly see the easy mode as "training wheels"
Exactly. The game is built and designed around normal and for a veteran gamer. I mostly see the easy mode as "training wheels" for people to move up to normal, and not as the default the game is built around.
But you must know for sure that it is not how most players will look at it, right? They will see an easy mode as an equally valid way to play the game, it won't matter how much you will try to explain to them that those are just "training wheels". You can call it the "training wheels mode" and people will still think it's just a fancy name for an easy mode. Then people who play easy mode will start demanding new concessions and one day you wake up to the fact that little by little the game is made of concessions to casuals.
We didn't do it because people demanded it. We did it because a growing number of players struggled with combat. So we have two options: tell them 'tough luck, buddy, but thanks for 25 bucks' or give them an easy mode that would help them enjoy the game they paid for in good faith. In other words, we aren't trying to attract more people, we're trying to help the existing 'customers' that can't play the game at all.Then people who play easy mode will start demanding new concessions and one day you wake up to the fact that little by little the game is made of concessions to casuals.
We didn't do it because people demanded it. We did it because a growing number of players struggled with combat. So we have two options: tell them 'tough luck, buddy, but thanks for 25 bucks' or give them an easy mode that would help them enjoy the game they paid for in good faith. In other words, we aren't trying to attract more people, we're trying to help the existing 'customers' that can't play the game at all.Then people who play easy mode will start demanding new concessions and one day you wake up to the fact that little by little the game is made of concessions to casuals.
It really can't be. The lack of quest markers won't block your progress the way hard combat would. If you browse through the negative reviews, 95% are about the difficulty, only one or two say they didn't know where to go and what to do.I 100% understand that, but this argument can be used for any kind of dumbing down. And the more you casualize something, the more casuals will come requiring more of dumbing down.
I wish there's a middle ground between yes and no,
I am a big fan of XCOM, Wasteland, and Shadowrun games, I thought I am the intended demographic of this game. I was wrong.
This is not a game you can play any way you want. Your character stat needs to be well crafted and calculated. It's the game that you may need to look up builds online and restart multiple times to get things right, or the gap of power between you and a common thugs would be too high to even stand a chance. It is something that I neither willing nor have enough willpower to do. I've played enough rogue-likes and souls-borne to be familiar with trying over and over to overcome an obstacle gameplay-loop, but this aint it for me, chief... I'd like to expand on this a bit:
The world building and dialogue is great. It is worth experiencing. As someone who likes the setting of dark sci-fi and gritty spaceship, like stasis and pendulum, I fell in love with this colony ship very quickly. The problem with this is repeated exposure to the starting area over and over due to having to tune my build dilute the well crafted setting for me. The novelties of the design washes off by obstacles so hard to overcome without having to pay the price of being who I wanted to be. A streisand effect of a role playing game that ceased to be an RPG by not letting the player play the role they want. (the experience differs from player to player of course, but this is mine.)
This is not a mistake by developer, It is an intended feature. Clearly this is one of those hardcore RPG. Clearly it is not meant for me.
Despite all that I have nothing but respect for the art department. Frankly the beautifully crafted environment is what made me buy the game in the first place. I will not be refunding this, consider it a donation to the art-piece, And when I one day return to the game again, I will cheat the ♥♥♥♥ out of it so that I could enjoy this somber universe with decent momentum, with a save editor or whatever.
You can call me filthy casual, I don't mind.
This is not a game you can play any way you want. Your character stat needs to be well crafted and calculated. It's the game that you may need to look up builds online and restart multiple times to get things right, or the gap of power between you and a common thugs would be too high to even stand a chance. It is something that I neither willing nor have enough willpower to do.
I have played a lot of isometric RPGs, I understand the enjoyment of building a min-max, as well as a more immersive RPG experience of building around a certain type of character.
As others have said, and with which I agree, it is really peculiar how optimized the player must be for the game progression to have even moderate success states. I thought some of the reviews may be sarcasm and made a character I thought would be fun.. and I could not progress far enough to unlock the third party member. I restarted and went with a self created min max build that so far has seemed to work out better with my knowledge of the first 30 minutes of the game, but wasn't really the style I prefer for RPGs.
I typically don't like following guides for games except for follow up playthroughs, but it just felt odd time and time again failing an encounter because I "didn't do the correct sequence of skill xp acquisition". After an hour of this in my second playthrough (which I made many more manual saves), I took to the guide section to see what was going on with this game. I have definitely played games where there are obvious moments of "come back when you are stronger" but from what I see on some of these guides, pausing a proximal quest mid conversation to go elsewhere to get the last 20 xp points so you can succeed a single check so that way you can have enough xp to skill up to finish quest x,y,z etc seems kind of ridiculous.
Im willing to guess perhaps some things are meant to be left for a different character archetype for another playthrough, but the combat in the game is so harsh that leaving even the most basic consumable item behind feels painful. That emotional response may have been immersive if I didnt have to savescum every single conversation, combat, and door opening.
I do like a lot in this game, vibe, animations, story, it is a really good setting. But I can't decide if its better or worse than Underrail, in Underrail it isnt till mid-game you find out you didn't minmax your build enough, at least in Colony Ship it slaps you in the face in the first 20 minutes.
Could it be that being able to unlock more party members earlier might help alleviate the issues they have?As others have said, and with which I agree, it is really peculiar how optimized the player must be for the game progression to have even moderate success states. I thought some of the reviews may be sarcasm and made a character I thought would be fun.. and I could not progress far enough to unlock the third party member. I
It really can't be. The lack of quest markers won't block your progress the way hard combat would. If you browse through the negative reviews, 95% are about the difficulty, only one or two say they didn't know where to go and what to do.I 100% understand that, but this argument can be used for any kind of dumbing down. And the more you casualize something, the more casuals will come requiring more of dumbing down.
Default options are also not an issue as long as they remain OPTIONAL. They can default whatever they want as long as we can change it in the options screen. Once that disappears, we have a problem.
This isn't that simple. Most people don't fiddle with options, so in time even those playing those kinds of games will get used to quest markers and then no devs will be designing games in mind with those playing with quest markers off. The option to even turn them off may silently disappear. Handholding will become so ubiquitous that you just won't be able to imagine a game without it.
You added an easy mode in Dungeon Rats, and iirc at the time you said it was to widen the appeal but also that it didn't really work because people have an aversion to picking easy. Assuming I'm remembering correctly, what changed?We didn't do it because people demanded it. We did it because a growing number of players struggled with combat. So we have two options: tell them 'tough luck, buddy, but thanks for 25 bucks' or give them an easy mode that would help them enjoy the game they paid for in good faith. In other words, we aren't trying to attract more people, we're trying to help the existing 'customers' that can't play the game at all.Then people who play easy mode will start demanding new concessions and one day you wake up to the fact that little by little the game is made of concessions to casuals.
Being upset about something is one thing, being unable to play (which unfortunately isn't exaggeration) is another.It really can't be. The lack of quest markers won't block your progress the way hard combat would. If you browse through the negative reviews, 95% are about the difficulty, only one or two say they didn't know where to go and what to do.I 100% understand that, but this argument can be used for any kind of dumbing down. And the more you casualize something, the more casuals will come requiring more of dumbing down.
And this won't change in Colony Ship RPG. But I am sure that the next game or the game after that you will get a flood of people who are upset that there are no quest markers or there is too much stats or something else.
It is. They say it in different ways but combat difficulty is what it comes down to, always.I have to question if merely making combat easier is actually addressing their problem with combat, however. Is that what they actually want?
Here's what it really means:This is not a game you can play any way you want. Your character stat needs to be well crafted and calculated. It's the game that you may need to look up builds online and restart multiple times to get things right, or the gap of power between you and a common thugs would be too high to even stand a chance. It is something that I neither willing nor have enough willpower to do.
What I interpreted from reading this is that it's too easy to make a character that simply can't progress through the game. Being able to make a subpar character is, of course, something that should be entirely possible in an RPG. But if the character simply can't continue to progress throughout the story, then perhaps there's an issue with the character creation & advancement mechanics rather than the combat.
If you can't win the fights with the first two party members, the third one wouldn't make any fucking difference.Could it be that being able to unlock more party members earlier might help alleviate the issues they have?As others have said, and with which I agree, it is really peculiar how optimized the player must be for the game progression to have even moderate success states. I thought some of the reviews may be sarcasm and made a character I thought would be fun.. and I could not progress far enough to unlock the third party member. I
I'm not questioning your inclusion of an easy mode, but whether it's actually solving the issues these two reviews brought up. I don't see them complaining that the combat is simply too difficult, but that they feel stonewalled to the point that combat feels too lopsided.
I completely agree with your premise, and history shows it to be broadly true - but such results are not written in stone. Having principles, a clear vision and (critically) a spine can prevent the outcome you describe.I don't know if difficulty modes are a good idea. Tweaking a few numbers won't make the game necessary fun for casuals and they will still complain about design decisions that are too demanding for them like a lack of quest markers/compasses.
The quest marker crowd is not in our radar. This is for people who bought the game, really like it as it is, but struggle a lot with the combat. Plus the game doesn't have voiceovers and romances, so we are safe from most casuals.
At first you think that, but in few years time/ few next games you may start to worry about people who bought the game, really like it as it is, but struggle a lot with the finding the right way so you add optional quest markers. And the next game down the line you turn quest markers on by default because it's too much to demand from casuals to find options for them. Decline comes not through a big jump, but also through a thousand small steps.
Very easy way to fix this, just rename "easy difficulty" to "game journalist mode" and put in above hard so the retards feeld validated, sit back and rake in all the 10/10 on Metascore.but also that it didn't really work because people have an aversion to picking easy