h-land

hedgehogs dni

  • they/them

location: ohio
sona: nine-banded armadillo
good at cohost: no

avatar by BlueHunterART


hthrflwrs
@hthrflwrs

a weird thing about game dev is there's a gigantic difference between one and two, but literally no difference at all between two and eight. after eight or so there's a vague period where there's a few different steps up, but there's no difference at all between fifty and five hundred


h-land
@h-land

Now, maybe it's just because my first video game with any numbers so to speak of was Pokemon, but I've never been a fan of the inflation to damage values so commonplace in Final Fantasy and so many other JRPGs. Big numbers, as @SomeEgrets said in his post, are inherently problematic.

Low values, beyond being easy to visualize, can also make smaller values mean more without needing to resort to the dreaded Math. I don't think I'm unique in enjoying equipment with +18 ATT +5 DEX and balancing its benefits against another similar weapon with +20 ATT and -1 DEF. There's less difference between your mage with 16 HP and your fighter with 24. It means I feel less stuck in a groove and tied to a single "right" way to play. And if I do want to run some numbers (first make sure that's not my stunt double,) I don't need a calculator to do it so much as maybe a sheet of paper. It's more accessible and doesn't feel like such hard work.

Maybe it's because I played DQ when I was younger and less afraid to experiment - but even then, the cruelest irony with experimentation is that RPG Maker only believes in big number systems. If you want something scaled like Golden Sun, Pokemon, or Dragon Quest, you can't use its shiny curve tools. Or at least, not last I checked.


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