| ▲ | jldugger 2 days ago | |||||||
IMO the way around that is to make breaking the game a requirement. If it's already an accidental part of the fun, might as well make it intentional! | ||||||||
| ▲ | smj-edison 2 days ago | parent | next [-] | |||||||
I'd put Noita in that category. I usually describe it as "broken both ways", because (as a rogue like) you have very little healing, and the enemies are punishingly hard. Not only that, but it's a full falling sand+physics simulation, so certain elements will randomly combine and kill you in the most unexpected and spectacular ways. On the flip side, the wand system is near turing-complete, and gets abused in the most crazy ways, to the point that you can do millions of damage per tick. One of the most chaotic and fun games I've played! | ||||||||
| ▲ | bigstrat2003 2 days ago | parent | prev | next [-] | |||||||
That makes games that aren't fun unless you're a wizard with the systems. They have their place, but I'm not a fan. Personally, I think devs should embrace some stuff being broken. It's a single player game, it doesn't need balance. One of my favorite RPGs is FF8 precisely because you can trivialize the game if you engage with the character building systems. It feels awesome to stomp things with your broken party. | ||||||||
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| ▲ | jerf 2 days ago | parent | prev [-] | |||||||
I think Disgaea fits into that class. The solution to every problem is "more levels", but the game is basically built around that. I think it's also fun to craft your own challenges out of the raw materials given to you... to get as many levels as quickly as possible, to win at minimum levels, to win with only X, to ignore Y and Z, etc. | ||||||||