Why is everything RPGslop now?

Why is everything RPGslop now?

+3% damage for 8 seconds to flying enemies after collection uncommon loot from killing at least 5 enemies in a row without using your primary weapon and scoring at least 2 crits and having more than 80% accuracy while indors (80-seconds cooldown)

videogames.png - 1079x1088, 1.31M

It gets you to play for longer

1: rewards players for simply showing up

2: provides players with a way to self-regulate the difficulty

3: makes players feel more invested in the characters, their save file, and therefore the game as a whole

4: adds new layers of complexity that aren't possible in standard action/FPS/other genres

5: makes (You) seethe

RPG mechanics are based and belong in everything because it's exactly how progress functions in real life, too. You do things, you gain those little % bonuses without even noticing it, and you become incrementally stronger until one day you look back at your previous self and understand how much better you've become through practice.

It's easier to itemize when you build in a system like that. God forbid you actually make effects interesting by them actually being impactful. Nope, everything has to be minutely tuned so you can replace that piece of gear in the next half hour tops.

Carsomyr.png - 718x569, 966.82K

I don't know what to feel about Grim Yawn separating elemental DOT damage numbers from their respective elements
It's too excessive but I've grown to like it I guess

Nope, everything has to be minutely tuned so you can replace that piece of gear in the next half hour tops.

its so they can randomly generate loot and save on time

It's some kind of mixture of WoW's impact on the video game industry convincing suits that everything needs color-coded Tiers (because look at how much MONEY WoW made!) and also the influence of Anthony Burch's Memelands and how successfully it injected Tiered drops into dudebro shootans henceforth to be known as Looter-Shooters.
But despite this we have less REAL RPGs, than ever. We have a lot of fake BioWare rpgs where the dialogue pick doesn't matter and the outcomes is all the same.

Not even RPG fans like that shit, though. It's the laziest implementation of progression.

bitter pill people can't take is that itemization doesn't have to be integral part of your rpg

The only fun in those RGPs is breaking the system to become an OP god.
balanced RPGs feel like mmos, - nerfed to the point where no actual fun is allowed.

make that image more presentable and you're onto a winner
but yeah RPG bullshit is a tumor

modern UI.jpg - 4200x3750, 3.88M

The more you think about, 99% of mods in RPGs become retarded and everything is just derivative or "Number go up for you (good)" and "Number do down for them (good)" with the most interesting kids being like "MP and HP are swapped! Lol! You'll need 75IQ to figure this out!" and "Class A gets skill from Class B! >Le kooky!"

I'm not asking this as a gotcha, but I'm curious how one would design a fresh inventory UI in the current year, with picrel shit as the standard

people like seeing discrete progression. It gives them a clear goal and gets them playing longer. although I agree that the ridiculously long and specific item effects are gay

Sadly this is just figured out inventory. Devs will use it because it works with gamepads and M&K.

World of Warcraft is the answer. Those new games all have talent trees and loot that's often the same color rarity as WoW because they saw how successful WoW was at hooking players and they want to hook players in the same way. Initially they did that by trying to make MMOs of their own but they realized after TOR that they can't compete with WoW so those cancelled MMORPGs got turned into single player games and those still had some of the MMO elements. Some of those cancelled MMORPGs bucked that trend a bit, Overwatch was made from assets made for a Blizzard MMO called Project Titan but it only kept the color coded loot rarity for the loot boxes.

Some of those games that had MMO elements taken from WoW got popular so then studios started copying those games too. But you can play WoW as the main culprit for everything turning into an RPG. Or if you want to really go after the source it goes Dungeons and Dragons->Everquest->WoW->everything is now an RPG.

Gross...
Kingdom come in dudes asses....

Loot modifier spam is fake contentslop

it needs to make sense in the context of the game world. Modern """UX""" design has no place in a medieval fantasy game

The more you think about, 99% of mods in RPGs become retarded and everything is just derivative or "Number go up for you (good)" and "Number do down for them (good)" with the most interesting kids being like "MP and HP are swapped! Lol! You'll need 75IQ to figure this out!" and "Class A gets skill from Class B! >Le kooky!"

wow isn't the answer to anything, newfag. wow is ground zero for everything wrong with vidya. just because it was the first pc game you ever played on the family dell besides runescrap doesn't mean it's special

BG3 had plenty of items as well that lasted you the entire game due to unique effects

It's actually not WoW but rather Diablo 2 where all that comes from.

That shit is the worst of both worlds, massive icons and text taking up screen real estate so you have to go through fifty different tabs to find anything to cater to TV screens along with a mouse you have to control with an analogue stick to cater for the PC.

nta but have you played KCD2? the only reason KCD1's UI looks so good is that they probably didn't have enough money to hire a dedicated UI fucktard

NuGoW was absolutely awful with that shit pointless modifiers on top of illusory "level ups"

dumb all stats too strength

Game becomes trivial

You know this to be true and

They come from Diablo 2 but WoW is why everyone started copying them because publishers and devs saw that WoW was a game making infinite money. That was the start of this live service rush that is still going on today where companies are trying to make a game they can milk forever.

what's the real life equivalent of this

stop doing RPG elements

promotes "leveling up" (an RPG element)

like I said in the other thread this was posted in, this image is shit

RPG games give you a fake sense of progression. When you get good at a pure action game, it's because you yourself (the person playing the game) get good at outmaneuvering and defeating the enemies. In an RPG game, especially a purely turn-based one, you're only good because you spent more time grinding to get your numbers up.

RPGs offer a fake sense of achievement.

This is an aspect of video games that always bugged me since little and now more and more as I get older. I think it appeals to a certain kind of thinking style that is obsessed with numbers and maths and percentages and derives enjoyment from playing with that in their heads even though it had no real world use in games. Like I see so many people invest so much time talking about +3% like it matters so deeply. It's just another version of story not being gameplay, visuals not being gameplay—maths isn't gameplay either. I literally don't care about loot drops and percentages, I care about the mechanical skill of pressing buttons at the right time in response to visual stimuli aka video gaming.

is it possible you just don't understand what roleplaying is?

You get assigned a number that corresponds to this specific stat
You can also buy items that improve the stat

Leveling up could imply accessing new skills and abilities not just stat increase you're dense if you think they're the same thing.

They should just make a game without levels, make everything gear based with durability. Make enemies just as strong as you most of the time.

Isn't BOTW like that?
Couldn't get myself to play it for more than an hour but you don't really level up in that one right?

Well as an RPG with different classes.

Most of this shit don't matter and even on actual RPGs you just want like 3 stats.

It's just something to trick retards. Proper itemization only gets relevant in diablo clones.

Outward is like that and it's great yea

You don't, but monsters get stronger as you progress

this is the best version of this particular meme i ever seen

The problem is almost always the anemic implementation.
A 25% dmg boost can be felt occasionally, a 50% dmg boost is pretty significant. 100% dmg boost for a few seconds, that's a real useful ability.
Nobody feels the benefit of +7% dmg to daemons for 12 secs, shit's utterly meaningless.

Problem is that in diablo 2 there is 3 difficulties and those items that say like -80% poison duration actually get relevant in nightmare or hell.

Sure it have lot of crap like +1 light radius, but items get better as you progress and game still is far from bitch basic gear check, which is actual problem with any game that copy similar itemization including wow.

Same reason why everything is shilling ray tracing now even though when baked lighting looks better and runs better. One is significantly easier to develop. Why spend time making your combat system fun when you can tack on numbers and progression and immediately get players invested that way instead?