my most enjoyable playthrough of Poe1 was my 2nd one, a Trial of Iron one. I made it only as far as Defiance Bay but every single second of game play was enjoyable.
I would never argue that only iron-man style of game play should be standard, far from it, only that the time I most enjoyed playing Poe1 was when I knew each fight could be the last.
Normally iron-man mode is not required to achieve this kind of psychological tension, but in the case of Poe1 it was required because in its standard, regular game play modes (i.e. not trial of iron mode) resources were too plentiful and too easy to acquire, so much so that the majority of players never even bothered utilizing food items because the game was simply not demanding enough.
I repeat, I am not saying iron-man mode is the best way to achieve parity of tension and exploration. I am saying that in the case of Poe1, a game where its resting mechanic made little sense in its implementation (and a game where loading screens took so long and were so frequent they actually became part of the resource management aspect); in that game it was the only way to achieve the type of tension in exploration normally achieved in older RPGs (like Wizardry) with much simpler or primitive systems.
I would never argue that only iron-man style of game play should be standard, far from it, only that the time I most enjoyed playing Poe1 was when I knew each fight could be the last.
Normally iron-man mode is not required to achieve this kind of psychological tension, but in the case of Poe1 it was required because in its standard, regular game play modes (i.e. not trial of iron mode) resources were too plentiful and too easy to acquire, so much so that the majority of players never even bothered utilizing food items because the game was simply not demanding enough.
I repeat, I am not saying iron-man mode is the best way to achieve parity of tension and exploration. I am saying that in the case of Poe1, a game where its resting mechanic made little sense in its implementation (and a game where loading screens took so long and were so frequent they actually became part of the resource management aspect); in that game it was the only way to achieve the type of tension in exploration normally achieved in older RPGs (like Wizardry) with much simpler or primitive systems.