HumanTotemPole
Augur
- Joined
- May 2, 2012
- Messages
- 407
Relatedly, it occurs to me that crafting and/or an emphasis on loot are the antithesis of the design I prefer: a small selection of widely varied equipment in every category, with the best of each locked behind questlines or particularly difficult exploration. But most of the time devs can't help themselves but to instead pad their games with "addictive" time-wasting gameplay loops of some sort, be it crafting, trash loot, random drops or the like, probably because it takes very little effort to make the player waste hours upon hours in grinding
Indeed. I've intermittenly thought about Nioh's approach to items and loot since finishing it. In retrospect Irish Billy Adams does Japan can fuck off - rancid putrid loot grind the whole way through, literal chores between missions also. It compares poorly to the largely static item systems present in similar Souls-likes. Nioh isn't even a bad game otherwise but I'll probably never replay it due to how tedious the gear grind is.