ughhhhhhh.

ughhhhhh I wanted to like this hack, it has so many good ideas and ughhhhhhhh

i even waited from 1.3 to 1.6.1 to 2.0 and a lot of things have changed but there's still ugh

To quote what I told a friend: Okay. I've played through the whole thing and yeah. Even now, I can't recommend BNW. It's... complicated to actually put into words, but the long and short of it is that for every fantastic thing it does, it also does something I can't fucking stand, and it does a lot of fantastic things.

If that sounds like damning with overwhelming praise, you're right!

For those curious, Brave New World is a full overhaul/rebalance hack for the SNES version of FF6 (or, rather, FF3) that has a whole bevy of under the hood changes including a touched up script, greatly improved character diversity (through character-limiting espers and thus spell access/stat growth) and a complete reworking of the game's stat formulas to pull it out of the trap the original game has of Magic being your god stat and the overwhelming statistic push to turn everyone into roided out spellslingers.

Unfortunately, it has a lot of problems, both in-game (balancing difficulty is hard, it turns out, and while they managed to get the first half of the game almost pitch perfect, the second half devolves into the same FF "You Can Only Win Through Overwhelming Force" game as every other FF endgame) and out of game (off-hand comments in the readmes combined with a few throwaway lines and attack names make me really question about the maturity of the writer, someone who thinks using words like 'retarded' and 'trigger' and constantly badtalking the game they're modifying is an acceptable way to act).

I was willing to give it a chance again with the newest update. I was willing to give it more than the chance it deserved, even, given that [personal profile] kjorteo has been playing Dragon Quest 2 and I've been thinking heavily about the very oldschool-oriented difficulty curve that expected you to grind for a substantial amount of time for levels and gear.

Unfortunately, it all fell apart at about the same point for me as it did the last time I tried, despite those considerations in mind. Somewhere between a third of the way through the World of Ruin to halfway through, difficulty becomes a binary. Either you're an adequate level and just kind of shrug off everything, or you're so much as a few levels behind and suddenly you're playing trampoline with the phoenix downs and struggling to put out fires as bosses and even random enemies counter most of what you throw at them with party-wide nukes. By the end of the game I was probably underlevelled, because random encounters were torturous, and so I spent the entire final boss violently abusing my SNES Classic's rewind function. There is no more comfortable middleground where you actually have to think about your choices, where the gameplay matters. It's either too easy or too hard, with no median.

After all, if we let you use those wildly debilitating status ailments on the enemy, or if we let your characters be immune to more than two or three at a time, well, then it's too easy, isn't it?

I'm done with romhacks for now, and if anyone wants to hear my opinion on difficulty/accessibility in video games:

I cheated the game, because it was cheating me.

I didn't play this to grow.
I didn't play this to improve.
I have enough room to do that living my life, which is an unending cavalcade of misery.
I took a shortcut and ended my suffering.

I experienced a hollow victory over a poorly-tuned game.
Nothing was risked and my sanity was gained.

It's sad that you think the difference matters.
kjorteo: Screenshot from Dragon Warrior, of the ruined town of Hauksness. (Hauksness)

From: [personal profile] kjorteo


For the record for the other commenters, we're going through Dragon Warrior 2 on our similarly hacked NES Classic. It's a patched version of the game from ROMhacking that makes the enemies give twice or more the experience and gold payout per battle, and it also has some small UI menu fixes (like actually providing room for your DEFENC stat to properly read as DEFENSE, etc.) All else is completely unchanged, including the original NES Thy Dungeonman localization. It's not a smarmy overhaul with an all new script and stat rebalancing and etc. It's literally just NES Dragon Warrior 2 but fixed menu/stat screen text and less stingy monster payout. And even then, as Sword put it in IM, "you'll still have to grind like a motherfucker; you just won't need to grind like two motherfuckers."

I apologize for indirectly making you think about all of this because of that. I, uh, I was just trying to tackle a game I'd long wanted to try; I didn't mean to make you play a smarmy ROMhack. *blush*

But yeah, this... there's a tendency for the complete overhauls to devolve into smugness, since 1) everyone has a grand idea for what the game balance totally should have been, and 2) the kind of people devoted enough to make a ROMhack by definition kind of have to know the game inside and out and a lot of them tend to expect you to as well. BNW sounds like it's actually a cut above your standard "nerf the obvious OP classes, give all the monsters 50x their stats, put in a masturbatory git gud speech in the readme about how you need to THINK and use STRATEGY now, that's it that's the hack." It does a lot of great quality-of-life tweaks that more games should have. But like you said, every good decision has a bad one to counterbalance. At the end of the day, this is still a stereotypical "overhaul" ROMhack. Which is unfortunate, because of all the good ideas it happened to have along the way.

Oh, well.
kjorteo: Screenshot of an enraged Skarmory from a Pokémon anime special. (Skarmory: Rage)

From: [personal profile] kjorteo


I'm reminded of an ancient FF6 fanfic that I will never be able to find again because even if it still exists out there (which, after this many years, is uncertain) I'm not just going to start wading through FF6 fanfics until I find it; there are zililons of them.

Anyway, it was something about a sort of FF6 After Years setting where after FF6's plot happened, Magic no longer existed, so things like Items and Potions and Alchemy and Science became the dominant all powerful force, and then some new OC Big Bad built himself a lightning machine and tried to take over and/or destroy everything. The one part I clearly remember was the first time the entire reunited FF6 crew meet the new endboss: in an attempt to get him over as a new big serious threat to take seriously via the Worf Effect, he activates his lightning powers and instantly and in one move splortches Mog, Gogo, and Umaro, who are now dead forever.

Even back in my own shitty teen phase, even I remember thinking the choice of victims was immersion-breakingly obvious. Not only is it a rather glaring logic hole (we have established he has the power to turn three entire party members into a fine red mist instantly, but everyone else is able to band together and avenge them in a much more fair fight in which he somehow forgot he could do that) but seriously, those exact three? You very, very clearly just dropped a bridge on the ones who all happened to have the common thread of "the silly joke character/the character least relevant to the main plot." Not even the ones considered missable side characters by gameplay standards, because Shadow was fine, of course, even though he'd arguably ambiguously already died back in the actual game. No, this was a calculated fuck-you to your least favorites, and your least favorites were the ones you felt got in the way of your serious story for serious people. And that's teenaged me calling you out on this.
kjorteo: Crop from the webcomic "Free Cow" of Bogozone, of a scowling young woman with her arms in the air, shouting "Nobody except EVERYONE!!!!" (Nobody except EVERYONE!!!!)

From: [personal profile] kjorteo


... Like, if you want to kill them off, that's one thing, but give them some of the pathos you're trying so hard to swim in, you know? A heroic sacrifice, a tragic fatal wound, something. Then you can kill them off, make your overall story more serious because you shoo'd out the "non-serious" characters, and even weave their deaths into the narrative in a way that gets the grim and gritty mood over and makes them more effective at conveying seriousness in death than they were in life. That's what you so desperately wanted, right? But nah, you just interrupted and derailed your own entire slow burn brooding session just to throw a sudden Rocks Fall Those Exact Three Die in an obvious huff.

Hi, I'm not still boggling over a bad fanfic storytelling decision twenty years later or anything.
Edited Date: 2020-01-17 09:58 pm (UTC)
penguinmayhem: The elemental mistress of booksmarts booking some more smart. (Academia)

From: [personal profile] penguinmayhem


What is it with so much of the gaming community and "let's make this as obnoxiously unfair as possible" anyway? Whole lotta people out here who seem to think that just making something really difficult in an arbitrarily unfair way makes it automatically good.
kjorteo: Crop from Action Replay box art, of a very cheap imitation bootleg Charizard with a hippo-like giant nose and ear tufts.  Text on the bottom reads "NOT FAKE" (PARizard: NOT FAKE)

From: [personal profile] kjorteo


It is hard, but I think we can all agree that standing in opposition to John K is always good design.

Edit: In all seriousness, though, the way you walk that tightrope is you aim the tweaks against only John K Minmaxer's bag of bullshit. In FF5's case, for example, there are so many arcane "Oh yeah if you pair this one obscure Mix combination with this other even more obscure equipment and blue magic combination you can just break the game completely in half" combinations that Joe Q Random would never even have heard of and would have no reason to touch, ever.

Like, make it so that while an enemy's level can still be manipulated for the purposes of debuffing/making them weaker (inflicting Old, etc.) Death By Math moves only ever check against their actual (start of the battle) level. In other words, if an enemy isn't naturally a multiple-of-five level, you can't throw weird Morrowind alchemy at them until they are just to L5 Death them. There, with one simple change you just completely atomized the entire Smogon-level metagame in a way that no casual player would even notice.
Edited Date: 2020-01-18 08:14 am (UTC)
xyzzysqrl: (Ducks)

From: [personal profile] xyzzysqrl


Paraphrased from the recent VVVVV source natter over on the twittle:

"You know what you call a mess of functional spaghetti code that scares everyone who looks at it?
Shipped."
kjorteo: Sara tilting her head slightly, hand to mouth, with an awkward pose/facial expression, as if unsure how to say whatever is on her mind. (Sara: Awkward)

From: [personal profile] kjorteo


Sara: Ah, but that assumes your goal is to eliminate the Smogon-level metagame. In which case, yeah, you could make the math spells like L5 Death, L2 Old, etc. not take modifiers into account, or you could remove their special "works even on things that are immune" bypass, or any number of other fixes. When your entire game-breaking combination relies on a delicate synergetical mix of One Weird Tricks, you can probably find a way to surgically remove most of them without affecting the casual tier who probably aren't even aware those combinations existed, yes.

But recall that, to the kind of person who's so deeply into FF5 that they'd be looking at ROMhacks to enhance the experience, breaking the game open with their favorite delicate synergetical mix of One Weird Tricks is why they're here. It's why FJF challenge runs are so popular, because just about any weird starting point can get you through in one even more weird way or another if you know the guts of the game well enough to exploit them.

So instead you get ROMhacks that are weighted toward John K Minmaxer, because what these people want isn't to have their favorite toys taken away, but to be given a new playground for them. Someone who's enough of a pro to blaze through Super Mario Bros. 1 in their sleep doesn't want SMB1 again but with jumping nerfed; they want Lost Levels. Or speedrunning.

This, of course, means that the hack assumes mastery of all the arcane bullshit as the new normal baseline, something you need and are expected to know just to survive your basic low-level random encounters let alone anything fearsome, and therefore the casuals are just kind of out of luck.

And that's why the Hell Run exists.
.