Master Malstrom – going to hit you with two different topics in one email this time.
For RPG difficulty, I think it’s important to put actual challenges in the player’s way that require effort to overcome, so that they feel a sense of accomplishment. Just steamrolling everything can be fun, but I wouldn’t call it satisfying, unless I’m going through a previously tough area with my pumped-up party.
There are two ways you can do this. You can turn bosses and enemies into level checks and force the player to grind, like NES RPGs or 7th Saga, or you can make the player use the systems you’ve built in creative ways to succeed, which allows them to tune the challenge to their liking as a side effect. I think that both are useful, but the latter results in a greater sense of achievement and player satisfaction.
The two examples that come to mind are Final Fantasy V and Octopath Traveler. FFV has almost twice as many boss fights as any other FF game. There is always a “right” combination of jobs/abilities that will easily beat them, but you can also try fighting them in unconventional ways (and you often have to if you’re playing with FJF rules), which is harder but more satisfying. Even if you just use the “right” combo, you feel good about it because you were able to figure it out and overcome the challenge.
Octopath has boss fights like Redeye that mess with the mechanics and force you to think on your feet, but the culmination of this philosophy is the Galdera fight right at the end, which demands both expert knowledge AND execution from the player. I cursed every time he beat me, but once I finally put that bastard down, it was exhilarating. Not every fight should be like this – that battle is easily the most intense one I’ve ever experienced in an RPG – but making the player feel that there’s a real chance they might not be able to pull this out now and then is important.
It’s also nice to have a couple of optional superbosses with commensurate rewards to really test the hardcore players. There’s also nothing wrong with having an occasional roadblock boss that requires some light grinding, or a game-breaking combo that the player can exploit. My point is, don’t be like modern Bungie and declare “there is only one correct way to play my game, which is MINE.” You don’t strike me as that kind of person anyway, but I’m just throwing it out there.
Regarding Slop Kart World, I think that modern corporate Nintendo made a fundamental mistake of assuming that correlation equals causation, i.e. “Mario Kart sells a sh!tload of copies on every one of our hardware platforms; therefore, people must be buying our hardware because of Mario Kart.” If you plot each Mario Kart game’s release date against its hardware launch date, they tend to come out a little after a year after launch, on average. Here are the North American hardware launch dates and release dates for every mainline Mario Kart game. I didn’t include 8 Deluxe on Switch because it was a direct port and came out a month after launch:
SNES: 11/91, 9/92 (10 months)
N64: 9/96, 2/97 (5 months)
GBA: 6/01, 8/01 (2 months)
GC: 11/01, 11/03 (2 years)
DS: 11/04, 11/05 (1 year)
Wii: 11/06, 4/08 (1 year 5 months)
3DS: 2/11, 12/11 (10 months)
Wii U: 11/12, 5/14 (1 year 6 months)
Average = 98 total months / 8 games = 12.25 average months from hardware launch to Mario Kart release.
From this, I believe that Mario Kart’s actual job is to restart hardware sales after the launch hype dies down. The one case where this doesn’t make sense is the GBA, which I thought sold pretty strongly out of the gate and thus wouldn’t need a Mario Kart jumpstart. Maybe they had it done quickly because it was a handheld game, or maybe they didn’t expect it to take off and just threw it out there. N64 makes sense because it launched with 2 games and only had 8 in the entire library by the end of 1996 (keep f***in’ that “N64 was awesome” chicken, fanboys).
This data suggests that Nintendo puts Mario Kart games out right around when people would start losing interest in their shiny new Nintendo box. Mario Kart is also great fun to play with friends, and I bet this stimulates lots of hardware sales. Potential customers who were interested in the system but not on the launch bandwagon, or even those who aren’t interested in video games at all, will play Mario Kart with their friends and decide to take the plunge on the hardware to get it for themselves. Therefore, I would modify your assertion of “Mario Kart doesn’t sell Nintendo hardware” to “Mario Kart doesn’t sell Nintendo hardware to hardcore fans or early adopters, but it DOES sell it to the ‘expanded audience.’”
In short, if I’m right, this is yet another typical short-sighted MBA executive move to try to maximize profits. They’ll get a bunch of sales now, but unless another hit game comes out of nowhere, they now have no lever to pull to spark hardware sales after the launch hype dies down. All of the hardware that would have been sold after the launch hype died down will instead be front-loaded into the launch window, and the sales won’t be nearly as much because A) hardware launches are always supply-constrained, so those later sales may never materialize, B) Nintendo has implemented insane anti-consumer practices which are turning off the non-influencer, non-Nintendo-fan-as-adult-Disney-fan markets, C) Nintendo has lessened the appeal of a new Mario Kart by spending the last few years milking its fans with DLC packs, and D) like the Wii U, this Mario Kart isn’t different or new enough compared to the last one to get folks to jump on board.
Anyways, that’s my theory. Let me know what you think.
Notably Unstable,
The Rampant Reader
There you have it, folks. The Rampant Reader has spoken.
There may be more to Slop Kart World’s choice of flagship game than just the IP’s high sales numbers. The Switch 2 is being designed as a SOCIAL NETWORKING console. This is why you see Nintendo emphasize the camera, the video chat, the group play, etc. You’re not going to get that social play experience from 3d Mario or Zelda. You will get it from Mario Kart.
Remember the Eras of Gaming? At first, it was the Tabletop Era of Gaming where video games were imitating tabletop board games or card games or D&D games (or carnival games if you look at the arcades). 3D era went into the Cinema Era of Gaming where every game was trying to become a movie. Now with the Internet Era we are going into the Social Era of Gaming. A game developer is not designing their game to be WATCHED, they are designing their game to be STREAMED. And they are inciting everyone to participate in a network way.
I do not like Social Era because my mental health suffers when I play with other people in games. It is why I have become more single player focused. But this is common around my age range. Younger people want their ‘digital community’ and all. We did the same exact thing back in the day.
Slop Kart World is to amplify the Nintendo Network.
So this gives us a preview of the games Nintendo will push hard on. It will be all games that amplify the Nintendo Network. Splatoon series will do this. Smash Brothers will do this. Animal Crossing will do this. As for 3d Mario and Zelda, I expect those games will be re-tooled to become network amplifying.
I admit I must change my mindset from thinking a console game is to demonstrate the console hardware. Today, the console game’s job is to demonstrate the console network. Slop Kart World does exactly that.
About the RPG Difficulty:
Final Fantasy V I will be doing a deep dive later on. (Meaning me playing it again, slowly, taking notes, etc.) I’m not as familiar with Final Fantasy V because I am an American (though I have played through it on emulator, I own and played the GBA version of it as well). It wasn’t released in America! Well, not until much later. And at that time, it was a retro game!
I can recreate any battle encounters or experiences in the Octopath Traveler games. I do agree the boss battles are super cool in Octopath. The problem with Octopath Traveler is that if you got the cool gear, it trivializes the content and the game got boring FAST. Even if the player gets too powerful in my game, the game plays out more like a Final Fantasy 6 than a formulaic Octopath Traveler.
One difference I have with game developers is that I believe story, or in this case, ‘vibe’, should be the horse and not the carriage. What I mean by this is simple. The story or the vibe of the game will go where it goes. It will shape the gameplay.
Now, some people cry about this. “It should be pure gameplay form.” But if you do that, you end up with Octopath Traveler which is a boring formula. The gameplay is very good, but it is too formulaic. There is a reason why Final Fantasy 4 and 6 are more well liked than, say, Final Fantasy 3 and 5.
Also, I am using my memory and going back. There was a very small game company who decided to let the ‘story’ / ‘vibe’ define where the game was going. And they would obviously respond to it. This very small game company was called Blizzard. The infamous Blizzard cutscenes was when Blizzard noticed the outsourced Warcraft 2 cutscenes were so popular and so immersive that Blizzard put it all in-house. In many ways, people bought and played to the next level of single player campaigns because they wanted to know where the story would go.
Let me give an example of vanilla World of Warcraft, a game clearly no one played. In order to be ‘story consistent’, the last areas of the game are in the Plaguelands. There is no town. No inn. It is very annoying to have to trek through everywhere. But it is this ‘story element’ that creates that friction.
You can see this in Ultima. The world of Brittannia has its shape and continents. And the next game is bound to that same shape and continents. It forces the developer to do certain things. Did that hurt the game? Was Ultima 7 a worse game because it was using the same world map as Ultima 4? No.
An indie game focused on ‘vibe’ to make a hit. This game was called FTL. FTL focused entirely on the vibe that you were Captain Picard commanding your crew in a starship. All the gameplay bent the knee to that vibe.
Why we play games and what keeps us playing games is a subject that will never be exhausted. I just remember playing Final Fantasy 4 and wanting to kill that next boss because I wanted to see where this crazy story would go! Hahaha. I remember NES Ninja Gaiden playing it to get to the next cinematic cutscene.
I hear gamers say, “I play for the story,” and I understand what they mean. They don’t mean ‘cinema experiences’ where the player is passive. They don’t want to play a formula. The so-called ‘pure gameplay’ games create their own story such as Civilization.
Keep the RPG tips coming in. I have only posted a couple so far. I am happy to see that people do want some… pushback… coming from the enemies. They don’t want the game to be a pushover (think Final Fantasy 6 when everyone has Ultima), but they don’t want it to be a slog.
It is also helpful when people point to their favorite times of RPG such as specific boss fights or even dungeon experiences.
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