It's easy to see the appeal of a mechanic like this: It makes restarting less painful and time-consuming. If you're like me, you probably use this mechanic for this purpose. However, like bonus experience in Path of Radiance, there is a way for a more experienced player to use this in a way that completely breaks the game.
So yeah. This game essentially lets you fish for critical hits, and makes it easy to accomplish. Another issue is that Maddening mode of Three Houses seemed explicitly designed with this mechanic in mind. This led to the game implementing same turn ambush spawns, which is bad design. The next point about time rewinding is that it makes games easier, since resetting is less punitive and that so far the games where it's implemented have been really generous with how many charges the player gets. The obvious solution would be to give the player fewer rewinds on higher difficulties, but so far that hasn't happened.
a) Players can rush forward without any consequences.
b) This mechanic works as a way to force the probability to do what the player wants it to do.
c) It can be used to justify bad map design.
This is a mechanic so powerful that it will inevitably shape how the game plays, which is why it deserves to be so high up on this list.
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