I find it really interesting how even if a game is pretty buggy but overall the design of the gameplay is good you can overlook a lot of things. However if the design is just bad and it plays bad, it makes everything so much more frustrating to deal with.
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4Often, only the concept is novel and good, not even the design.
I don't have the vocabulary to give this a good name.
Examples include Raft, Rimworld and whichever failed early access indie game that made millions on the idea before not delivering a good final product.
I think it's mostly to do with the dearth of novelty in AA and AAA.
Which game did you have in mind?
Baldur's Gate 3 should be a game I somewhat like, but the games' design flaws piss me off every time and make it very frustrating to play through. Meanwhile by comparison Baldur's Gate 2 feels like I'm enjoying fine caviar.
I thought for BG3 they mostly copied actual DnD? What flaws are there in the design? One would think Larian would have the environmental hazard RPG game down by now, given how long they've been doing it.
I posted it in my mini review of the game but hit chance and buggy raycasting is pretty blatant. You also have the incredibly awful ladder and jump mechanics which make movement extremely tedious.
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5Seems like the concept of BG3 wasn't as good as these games' or people would be willing to overlook that
You know what's funny? I know what you're posting about with Rimworld but I didn't struggle anything like as much with the RNG and shooting mechanics. I've pretty much figured out how to exploit the fuck out of them. The game doesn't run like shit either because it's 2D so save scumming isn't difficult to do lol.
you should try it modded, it absolutely does!
I wouldn't say I struggle with them. I play naked brutality most of the time. I just find that it lacks quite a bit of convenience for things you often do. manually setting everyone to the "indoors" area and queuing equipment changes undrafted (if you draft them, they will stand there for hours until the raiders finally come) gets old pretty quick. As does micromanaging your doctor because he feels like eating instead of stopping the blood loss of your favorite colonist.
It's definitely all doable, just a lot of tedium, I find.
Do you know about the priority system? I do agree with you though about the way colonists equip, there were so many better ways to handle it than how the dev did.
Feeding slaves, prisoners, wounded colonists, wounded prisoners, wounded slaves, gets unwieldy quite quick. Not that one couldn't manage. I just don't want to.
>there were so many better ways to handle it than how the dev did.
True. The game clearly lacks a "yellow alert" button.
I think if hunters had more polish put into scheduling, they would not have permanent "ate without table" penalty
You could have a doctor that starts his shift fed and will not leave until all patients are taken care of, even if it takes longer. You could even have him anticipate arriving patients and go to the medbay as soon as someone is on the way to a sick bed.
And what is the point of doctors using glitterworld medicine for a colonist with the flu? There is none, Tynan just didn't polish it.
As you can tell, I've thought about this quite a bit, lol