It's honestly vexing how much of a norm it's become for developers to assume that just because they spent so much time making the game then players should play for about as much.
The Slormancer, game to which I will not be dedicating a PR because it has no plot other than some generic demon lord and merry-less comedy, was in development for about five years and that's how long it would take a regular player to get the items needed for the ending.
Grinding is mandatory, as to advance in the plot would mean moving into territories with higher-level mobs which are of course just more % than their lower level conterparts, making defeating them a tedious time-consuming task, and with no matching reward to cope.
In fact, the game does this absurd thing where if you overgrinded and now you're higher level than the monsters it allows you to auto-level them, but not the other way around. If I'm just going to be auto-leveling the monsters in every sector of the game, why put this annoying mechanic where I have to grind if I want to progress with the plot?
To make matters even more dire, the game is terribly repetitive. You use your slorm currency to unlock skills maybe half an hour into a character, by the way classes don't share progress so if you want to try the mage out of curiosity like me then you have to grind AGAIN, and then it's just adding more %.
So, essentialy, you'll be doing the same thing, over and over again, with no visible changes, killing the same mobs the same way, so you can level up and access to the new zone that has nothing new to it. The deeper you get, the more the "grinding" section of the game grows to the point Slormancer is just that, just grinding.
No comments:
Post a Comment