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Emulation, game quality, and the value of "intended play"
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<blockquote data-quote="Ev1l0rd" data-source="post: 8969927" data-attributes="member: 374341"><p>The fragility and resource system is mostly an early-game issue.</p><p></p><p>The problem is that the game does a really piss poor job at actually communicating how fragility works and how to engage with it. Basically, the way the game is set up is that there is a hidden "difficulty counter". Enemies all internally are worth a certain amount of points. Defeat an enemy, and the difficulty counter goes up by the amount of points they are worth.</p><p></p><p>The higher the difficulty counter, the more the game starts to replace weapons in the field with better variants. Rusted swords get replaced with Knight's swords, Knight's swords get replaced with Royal swords and so on and so forth. There are guaranteed spawn locations for pretty much every weapon in the game, so nothing ever really becomes unobtainable thanks to the blood moon (the only difficult ones are the Lynels, which are bugged and need to be save/reloaded to get them). The same counter is also used to bump up enemies, starting from red to blue to black to silver from the top of my head. Again, for every monster there is also a guaranteed spawn location so nothing in the Hyrule Compendium ever truly becomes inaccessible to the player.</p><p></p><p>Stronger weapons also have higher durability, so if you use a stronger weapon against mostly weak monsters, the total point increase for better variants should still average out at around equal so you'll start finding stronger weapons as well.</p><p></p><p>This is a pretty smart system, but pretty much all of it is never told to the player. Instead what is taught to the player is "weapons break if I use them. Therefore, I should save up strong weapons rather than use them." It's the same catch-22 that is inherent to Elixirs in the early Final Fantasy, even though this game does actually properly have the systems in place to manage it.</p></blockquote><p></p>
[QUOTE="Ev1l0rd, post: 8969927, member: 374341"] The fragility and resource system is mostly an early-game issue. The problem is that the game does a really piss poor job at actually communicating how fragility works and how to engage with it. Basically, the way the game is set up is that there is a hidden "difficulty counter". Enemies all internally are worth a certain amount of points. Defeat an enemy, and the difficulty counter goes up by the amount of points they are worth. The higher the difficulty counter, the more the game starts to replace weapons in the field with better variants. Rusted swords get replaced with Knight's swords, Knight's swords get replaced with Royal swords and so on and so forth. There are guaranteed spawn locations for pretty much every weapon in the game, so nothing ever really becomes unobtainable thanks to the blood moon (the only difficult ones are the Lynels, which are bugged and need to be save/reloaded to get them). The same counter is also used to bump up enemies, starting from red to blue to black to silver from the top of my head. Again, for every monster there is also a guaranteed spawn location so nothing in the Hyrule Compendium ever truly becomes inaccessible to the player. Stronger weapons also have higher durability, so if you use a stronger weapon against mostly weak monsters, the total point increase for better variants should still average out at around equal so you'll start finding stronger weapons as well. This is a pretty smart system, but pretty much all of it is never told to the player. Instead what is taught to the player is "weapons break if I use them. Therefore, I should save up strong weapons rather than use them." It's the same catch-22 that is inherent to Elixirs in the early Final Fantasy, even though this game does actually properly have the systems in place to manage it. [/QUOTE]
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