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Id be fine with this side plot being in the game if there was an option to tell the she-hulk to stop complaining and find a nice man to marry.

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Or just not too take her too party. You are forced too recruit everypony. Even she:marseytrain2:

Vaccines work

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It's crazy to go back to Mass Effect 1 where you can just call Garrus a space BIPOC and leave him on the Citadel, or shoot Wrex for getting uppity.

On the other hand, people got so fixated on consooming all the content that the vast majority of players will never have "sub-optimal" game states. So I can see why devs have stopped bothering.

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Even with inquisition. You could tell majority of companios too frick off. You are forced too take 3 of them. Varic, casandra and solas.

You are forced too work with one more. But you can tell them frick off after mission. If @BipoccutetwinkZ-slur rember correctly.

Vaccines work

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I've definitely noticed that lol. I played through Mass Effect 1-3 several times over just to see different game states and some of those ME3 replacement characters were actually cool in their own right. A lot of that is never talked about though because players need the golden ending each time.

It's common throughout game genres and another example that sticks out is Fire Emblem. FE was originally intended for Ironman runs where you'd try to get through the whole game without ever restarting. The massive character cast each game is known for is meant to help you replace losses — it's okay if your knight dies because you'll get more knights, same with your mage, fighter, etc.

But players get attached to each and every animu character so they reset the game if they take any losses. Players are so used to this they started to complain about the Ironman friendly game mechanics. They wonder why it takes so long to see certain characters when in game those units are meant to replace losses. Shadow Dragon was the most Ironman friendly since it even has named characters who only appear for recruitment if you've taken enough losses. They're meant to keep your army interesting so you're not seeing the exact same people every playthrough, but all the players who never accept losses complained these units were "locked out" to them because they only want Golden Endings and Shadow Dragon doesn't allow you to get everyone in one playthrough.

Modern Fire Emblem is now made with them in mind such that Three Houses doesn't give you any new characters past, like, the 55% mark and even comes with built in turn rewind. A purist Ironman playthrough of that game is rough because it's no long balanced for it.

!g*mers !fireemblem discuss. "Golden Ending Only" players — yay or nay? :marseythonk:

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I remember reading about this way back on gamefaqs in the Aughts and thinking FE sounded too hard, to be honest I think it would be kinda cool now to try a game like that.

I'm still rewinding to save any big titted waifus I come across,mammary protectionism is non-negotiable.

!chuds !coomers !weebs

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"Golden Ending Only" players — yay or nay? :marseythonk:

:#marseyme:

I played differently when I was younger but I just don't have time to keep up with new releases as an adult :marseysuit: with a job doing various playthroughs

Sucks that it affects others who makes time for that though

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This conversation is now about Fire Emblem instead of BioWare lol but I think my ideal take on the concept is to make the campaigns shorter. If you're designing a game with many possible game states and you want people to see them all, my armchair opinion is to suggest having those campaigns be concise and replayable. Each campaign would be like "a run" and you'd want your player to think, "What's my run going to be like this time". And if different games states offered differing gameplay instead of just altered cutscenes, that would also encourage people to actually want to experience everything.

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Exactly. Modern FE is not only built around resets, turn wheel, or casual mode. It's also just really fricking bloated. 3H was TERRIBLE about respecting the player's time. Engage is better in that regard, but I still can't imagine wanting to do multiple "runs" of it. But I'd love a version of the series where each game had multiple replayable ~10 hour campaigns designed around losing units.

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I have a semi-pipe idea for an indie game exactly like that -- Fire Emblem but back to an ironman focus, with the campaign being shorter and the units in every playthrough being different so people would want to do "runs" of it.

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This is a roguelike

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"frick off, elitist!" :#carpchud:

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https://i.rdrama.net/images/17227070857606635.webp

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He just like me fr fr

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Sounds like FE g*mers of today are a bunch of coddled cute twinks.

:#marseyatsumetalking:

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Which Fire Emblem is good to start with? I wanna go in with the mentality that I'm not gonna savescum

Last game like that I played was Lisa but I was too stuck in the mindset of strategic saving in hardcore and I would seethe when the game would permakill my party members so I would reload, I kinda regret it I feel like it didn't really matter and I missed out on the proper gut punch those decisions were supposed to be :marseysad:

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Shadow Dragon for the DS is the best I think. It's not pretty like a modern one but it's fun for that old school Fire Emblem concept — each campaign attempt is a run and you want to see how well you do "this run"

A more modern 3DS game that also works is Shadows of Valentia. I did that one as an Ironman and enjoyed it.

Otherwise you could really pick any Fire Emblem before Awakening, Fates, Three Houses, and Engage. Those games became unfriendly to the concept in favor of assuming you'll be resetting a lot. (Actually Ironman Awakening sorta works since it gives you new units throughout the game, but it's unfriendly in other ways with shit like ambush spawns lmao)

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Not sure what you mean saying 3H wasn't balanced for Ironman runs?

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It wasn't

That's what I mean :marseyshapiro:

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In that it was too hard or too easy to win on ironman?

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Like I said, you don't get any new units past the start of post White Clouds.

A huge part of strengthening your units isn't just getting them xp, but also training them time and time again through the teacher mechanic. Each unit is a massive time investment in 3H compared to the relatively disposable units of older games.

Levels commonly feature ambush spawns and other shit you can't see coming that the turn rewind is really handy for. Choosing not to use it exposes just how much the difficulty balance relies on the mechanic.

It's not good for an Ironman run, especially if you were going in blind.

Even the writing really conveys this design philosophy. Three Houses is about being a teacher. You take your small cast of characters and keep them by your side as Fódlan goes to shit. You see them grow and strengthen from your training. You don't take new strangers into the mix.

I could see the difference when I played Shadow Dragon. Marth constantly recruits people and many of your units are soldiers from other nation's armies or former enemy units. Marth's Altean army doesn't stay Altean for long and he soon becomes the leader of what truly feels like a unified, allied force. It really feels like all of Archanea eventually coming together against Medeus, and getting new people right up to the end enhances that theme. With Byleth it feels like you're just trying to end the shit that began at Garreg Mach and there's no room for newfriends.

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Wait, by "Ironman" do you mean "nobody dies" or "never save scum?"

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OUT!

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The problem is that even if most players don't pick an option, having it adds weight to the option players pick.

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