Pikmin 4 is due out for Switch on July 21, 2023

  • Katana314@lemmy.world
    link
    fedilink
    arrow-up
    0
    ·
    1 year ago

    I feel like it’s a lot like the weapon breaking in Breath of the Wild - one of those systems that imposes heavy limits on players to enforce their creativity and flexibility in their approach.

    I know a lot of people approach every game in a completionist, meticulous way where they do every quest, never use any consumable items, etc; and it often ruins the fun. It’s also why Ubisoft had the somewhat crazy idea in Far Cry 5 of actually forcing you to do story missions after game progress, trying to use designer mechanics to push some variety into people’s game sessions.

    In Pikmin’s case, and I think Dead Rising / Persona too, the time limit is meant to get you to prioritize path planning so you get as much as you can done in a certain span. The core gameplay of Pikmin just isn’t all that interactive when you have all the time in the world for it - it’s built around the benefits of delegation and synchronization.

    • TwilightVulpine@kbin.social
      link
      fedilink
      arrow-up
      0
      ·
      1 year ago

      I haven’t played Pikmin but when it comes to BotW/TotK I still would prefer if weapons didn’t break. Seems to me that it creates grind and it takes away flexibility, because more situational options take the same slots as raw power, and get spent just as quickly. Comes to mind also how XCom 2 insisted on turn limits, and one of the first mods it got was to remove the turn limits.

      Sometimes designers insist on certain limits to prevent that players “optimize the fun away” but they don’t realize that some players legitimately do have more fun without those limits.

      • Parallax@kbin.social
        link
        fedilink
        arrow-up
        1
        ·
        edit-2
        1 year ago

        I feel the same way. My current BoTW save has a bunch of semi-unique or rare weapons in my inventory and I don’t have any more slots. Whenever I want to fight something now I have to ask myself “which thing should I break and never get back?”

        Oh some basic mobs to clear? Oh well, all I have are these super high damage weapons. It discourages me from getting into fights because I feel like my weapons aren’t balanced for the enemies at hand, I gotta save them for tougher fights.

      • Katana314@lemmy.world
        link
        fedilink
        arrow-up
        0
        ·
        1 year ago

        There’s certainly been tons of moments through gaming history when designers attempted to force a playstyle and it didn’t work out. It’s still hard to say for me where XCOM would lie on that, because there’s at least one other tactics game, Steamworld Heist, that I think worked out much better with a semi-turn-limit; I felt much more accomplished when I managed to escape those levels within a certain turn limit.

        There’s mods out there for emulated Breath of the Wild to turn off weapon degradation, and I’m actually curious how the reviews go for mods like that. You lose out on moments where you actually enjoy finding a 90-attack weapon, because you’d find it and go “Meh…I already have a 100-damage weapon.” And because the game isn’t promoting constant power progression, it doesn’t have a ton of different things to reward you with for quests and exploration if you’re never losing things from your inventory - so you’d pretty quickly be ending quests with “Man I don’t even want this”.

        I get that it’s important for designers to hear out their players, but there have been many times gamers were wrong about what exactly it was they thought they wanted. Nintendo in general has to be really careful about making sure they don’t betray expectations on certain series. Pikmin in particular had a winning formula in their first game. Even if they make changes/additions, if they damage that initial element, it can hurt the enjoyability of the experience, even if it adds freedom.

        • TwilightVulpine@kbin.social
          link
          fedilink
          arrow-up
          1
          ·
          edit-2
          1 year ago

          It’s hard to say where the balance lies for every game, so I can’t say for sure what’s best for Pikmin without having played but more options never hurt anyone.

          But as far as Zelda goes, I have heard all the arguments and maybe they might fit perfectly with a chunk of that audience, but that’s definitely not the experience that I had. So much so I bounced off of BotW twice until I finally started to enjoy it.

          You lose out on moments where you actually enjoy finding a 90-attack weapon, because you’d find it and go “Meh…I already have a 100-damage weapon.” And because the game isn’t promoting constant power progression, it doesn’t have a ton of different things to reward you with for quests and exploration if you’re never losing things from your inventory - so you’d pretty quickly be ending quests with “Man I don’t even want this”.

          But it’s because that I had a 100 attack weapon that the 90 one feels like routine upkeep rather than a reward, and anything less might as well be a stick. A lot of quests in those games gave me that “Man I don’t even want this” feeling. Every chest with middling weapons. Every quest that rewards me with food or a pittance of rupees. If not for shrines and their permanent upgrades, I wouldn’t feel that motivated to explore. The cycle of finding expendable things to spend on more expendable things wears me out.