this post was submitted on 20 Dec 2024
53 points (93.4% liked)

Games

16950 readers
901 users here now

Video game news oriented community. No NanoUFO is not a bot :)

Posts.

  1. News oriented content (general reviews, previews or retrospectives allowed).
  2. Broad discussion posts (preferably not only about a specific game).
  3. No humor/memes etc..
  4. No affiliate links
  5. No advertising.
  6. No clickbait, editorialized, sensational titles. State the game in question in the title. No all caps.
  7. No self promotion.
  8. No duplicate posts, newer post will be deleted unless there is more discussion in one of the posts.
  9. No politics.

Comments.

  1. No personal attacks.
  2. Obey instance rules.
  3. No low effort comments(one or two words, emoji etc..)
  4. Please use spoiler tags for spoilers.

My goal is just to have a community where people can go and see what new game news is out for the day and comment on it.

Other communities:

Beehaw.org gaming

Lemmy.ml gaming

lemmy.ca pcgaming

founded 2 years ago
MODERATORS
you are viewing a single comment's thread
view the rest of the comments
[–] jjjalljs@ttrpg.network 3 points 4 days ago

I think having areas with weaker or stronger enemies is fine. Good, even. So long as you can tell by looking at them what you're getting into.

Dark Souls generally does this. A rotting skeleton is a low threat. A giant knight in black armor and man sized sword is a bigger threat.

Oblivion will often have dudes that visually and behaviorally are the same, but hit way differently because of the numbers assigned to them. You can't really look at a scene and understand what you're getting into.

Other games also do a bad job here. Borderlands for example will have identical looking bandits, but in this area they're indestructible level 100, and that one they're push over level 5. The ass-creed Viking one did the same thing. Archers on one side of the river you could ignore, but the far side would one hit you.

I think a lot of studios don't want to invest in the extra art assets and stuff when it's cheaper to just use the same monster model and assign it different numbers.