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: 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.
.