• InfiniteStruggle@sh.itjust.works
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    1 year ago

    I used to play this game called RAGE many years ago. It was a first person shooter, with a bunch of late game overpowered guns, had a crafting system to make ammo and the like, shops to sell and buy said ammo, but had strict resource controls to keep it competitive and fun.

    So I spent around four days tabulating values of every ammo and crafting material in the game, mapping out which in-game traders sold what and when, and then spent maybe the next three days just craft-selling the cheapest item, a wingstick(basically a boomerang) in the game.

    Hundreds and hundreds of wingsticks, grinding like a little kid in a sweatshop. I made enough money to max. out capacity on every ammo capacity in the game. As a result I breezed through the endgame, and what was supposed to be a long, tough, engaging mission into the heart of the enemy turned into a caricature of a boss fight, and I probably spend more time admiring the environment design there than worrying about dying or running out of ammo. I think I ran out only on one ammo type, and in total I used only the three most powerful ammo types in the game.

    A level I should have enjoyed and formed the neat little bow for that game to be wrapped in, turned into a comical doom guy-esque slaughter of the scariest enemy in-game.

    I am truly my own worst enemy.

    • Piemanding@sh.itjust.works
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      1 year ago

      It’s like that saying goes. “Players will optimize the fun out of a game.” Game studios spend many, many man hours on just this one aspect of development. It’s the reason Skyrim’s systems were fewer and simpler than Oblivion and Morrowind. I believe Todd Howard himself said they were trying to get away from all the spreadsheet inducing aspects of their games.