DonFerrari said:
It trully is delicious to obliterate enemies from time to time, but the investment is to high. I would say the concept of to much random encounters came from the idea of the time to make the person play a lot to see value on the game as much as the difficult in several 8-16 bits games were to hide a 1h game as something very time consuming. |
Haha, maybe not that extreme in most cases - Dragon Warrior was about a 5-10 hour game but probably had around an hour to two of unique content. But I fully agree with what you’re saying with the grinding in early RPGs, particularly NES/SMS/SMD. In fact, I’d say Dragon Warrior 3 and 4 were the only RPGs of the 8-bit generation that didn’t require grinding MOST of the time (they required a little if playing reasonably, but maybe 10-30% of the game was grinding as opposed to the majority of RPGs at the time which hit the 80%+ mark (Phantasy Star series anyone?!?!). The first RPG I recall that didn’t require grinding was Mystic Quest Legend and the extremely rare Final Fantasy Legend games for Gameboy - but all those games took only a few hours to finish (FF Legend 2 had way more content than any NES RPGs but you could finish it in a sitting). I can point out the exact moment of change: Secret of Mana, that game required a ton of grinding like most RPGs before it, but just about every RPG after it could be done free of the stop-and-grind. But you’ll notice that FF6 has significantly more content and story than any Square RPG before it, and that’s probably the reason for the ease of balance.
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