Club House Games is an easy recommendation. 51 games that are classics around the world. You probably know how to play the majority of them already. Likewise a Nintendo switch online subscription is the price of a game for a year and comes with N64, GBA, GBC, SNES, NES, and Dreamcast games. Pokémon stadium 1/2, Ecco the dolphin, Kirby super-star saga, Kirby dream course are all good
The first game my kid played was also at 4, and it was super Mario Odyssey with the assist turn on, which paints an arrow to where to go plus health restores after not getting hit for like 10 seconds. We also got our other kid Bluey because she loves Bluey, and it was super simple to play, but sometimes hard to grasp what they should be doing. I also agree with Kirby, it was basically the 2nd game he played and ended up beating it which was pretty shocking.
My 4 year old loves Super Mario Odyssey… But I have to play a lot of the game for him because he keeps getting stuck. But this is how it starts, he’ll get better quickly.
I’m not sure which ones he was into at 4yo specifically, but my son’s Switch favorites include…
Super Mario Odyssey Mario + Rabbids: Kingdom Battle Celeste Minecraft Yoshi’s Crafted World Letterquest Big Brain Academy NES Arcade SNES Arcade
Of those, the ones I would say mught meet your super-chill criteria are…
Super Mario Odyssey (yeah, you can die, but you just respawn and can spend tons of time just running around aimlessly) Celeste (normally not, but there’s a lovely Assist Mode) Yoshi’s Crafted World (there’s a no-fail mode) Big Brain Academy (if they can handle being scored on things, without taking it too seriously).
OG FFVII is full of minigames. I don’t think rebirth has more than the OG, also it’s like half of the game not a third (the last disc is just the final dungeon, and the second disc is not as long as the first).
When the OG does a minigame it’s often a one and done thing. Rebirth madness it feel like more because you can go back and do more of each minigame with increasing difficulties etc.
I think subsystems just lend very well to JRPGs because they’re often trying to create a world, and adding such to their games makes their worlds feel more full. I also think the Japanese do their game development different to the west most of the time. Since a lot of these minigames are made because developers have finished the parts of the main game they were working on so they mess around trying to make something new and fun that might be able to be tacked on as an extra.
From my point of view, you’ve got it wrong, but so do many developers. A good JRPG is all about resource management. Your HP, MP, items, money and the balance between these and your EXP and equipment. Combat is simply a drain on your resources up until the final boss, which should require more strategy. This needs something akin to a dungeon without constant healing and money being a thight resource. Once you’re in a dungeon, you should either be prepped or doomed.
You mostly see this done in dungeon crawlers, think any Etrian Odyssey game for example. Persona 5 goes for the same thing, as do most Shin Megami Tensei games.
Most modern games, however, are overly lenient with either money or healing. Often times, combat is easy enough to not even drain your resources. That’s when endless grinding becomes an option. Once you’ve destroyed this balance, you need something else to keep attention and that’s where I think your observation comes in.
Is this a modern/old dichotomy? Playing through Metaphor right now, I agree that they go with the old-school dungeon crawler approach, but Chrono Trigger and Final Fantasy VII are definitely not modern, and I don’t think they’d fall into the same bucket.
Not entirely, however, I feel as though proper resource management got less common over time. While the ideas are still present in modern games, they tend to be easy enough that most resources can just be horded. Most people don’t even use consumables nowadays. Games are seemingly balanced around ignoring entire systems.
Not single-player, but snipperclips is good, relaxed puzzle fun.
Goals are visual and easy to understand, each player controls a shape and they can cut each other to try and fit a predefined “hole” together. There are some physics puzzles based on cutting your shape in clever ways too.
Mistakes have no consequence and often lead to funny interactions. You can’t really lose, you just reset your shape and try again.
My daughter is a bit older but loved Tinykin - its on sale for around $6 right now and is a great sandbox environment to play around in while you explore the various rooms with creatures that help you get to your next objective.
Finished Disco Elysium. I think I made pretty much the same choices as my first time years ago. I’m still not a huge fan of the ending, but now that knew what to expect, it wasn’t as jarring. When I do another playthrough in a couple of years, I might have to be a stealing racist or something, but I like Lieutenant Kim too much and probably won’t go through with that.
Then more Windblown. I beat the game on the first three difficulties (of five) now and unlocked almost everything for now. I’ll definitely try to get through everything, it doesn’t seem too hard.
Finally, I started Pillars of Eternity II: Deadfire. I’m still very early on, but I hope I’m finished by the time FF7 Rebirth is out. This game has proper turn-based combat, not just RTwP like the first game, which I like a lot more, even if it’s much slower.
Have Indy on the go on the XBOX, but also returned to Foundation, which is still in early access but making good progress as a more informal town builder.
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