@SonicFox I interviewed with these guys once for a job and they were all incredibly nice and clearly talented. They even paid me for my time doing the Design Test and to this day remain the only studio who has done so. Great people, hope they land on their feet!
@Zanahorio9 @Loritwt@ShadowTohsaka Depending on the game, you'll find different reasons, which you'll have to think critically about to find and understand where the opportunities lie. Design between genres can be so varied and different, that there are infinite reasons so long as you have the skill to find them.
@Zanahorio9 @Loritwt@ShadowTohsaka An example that doesn't involve nerfing a dominant strategy is to nerf something that isn't particularly good but is stifling something else to allow more design space to better the game. An example is in a card game where a tech card is making an archetype weaker than needed.
Something I really liked about DOOM (2016) is how ammo was pretty scarce and you really had to use it with purpose. You had to choose to fight enemies with subpar weapons to conserve your important ammo for other enemies in the fight, and I liked making that decision on the spot.
I finally got around to finishing both DOOM games and DLC and honestly I liked DOOM (2016) way more than Eternal. In fact Eternal's DLC has been one of my most infuriating gaming experiences in years just from enemy design alone (e.g. requiring very specific weapon mods to kill).
As a whole though, DOOM is fun but disappointing to me because at no point do I feel like I'm pushing through whole encounters. I'm mostly strafing around or away from them and running around the map. Maybe the phrase "push-forward combat" has wrongly set my expectations.
Instead of doing basically anything in Dallas after spending the whole week there, I created a new "TT"RPG system.
I made the right decision.
There is no convincing me otherwise.
@AustinWidmyer What's even more of a shame is that Colossal Swords are annoying to play with later in the game. Bosses are crazy fast later on, and you have to wait around forever before you get your single hit in lol
@AustinWidmyer@SifuGame Yeah, from reviews it seems like it's a lot harder than I thought it'd be, but it's made by the same people who made Absolver so I figured the combat would be tight and interesting.
@FawningOverU Hmmm yeah seems like a digital version of the regular game. I'll see how it turns out, always wary about Konami trying to squeeze money out of me lmao
Hard sell honestly though since so many emulators already exist that give all cards for free.
@A2ZOMG I think turn-based RPGs especially work well, but yeah, I feel like so many action games are just inferior on mobile. It's not even just straight up ports though, so many games developed just for mobile are trying to be PC/Console games instead of playing to their strengths.
I'm pretty sick of mobile games using the touch screen as a controller stand-in. There's so much design space available that would fit mobile a lot better.
Unfortunately I think consumers mostly want to port PC/Console experiences, instead of letting mobile be it's own medium.