I’m fuzzy on the details, but it went something like this:
I set up long resource lines of coal, copper and iron.
I needed a thing#1 and built a neat little package to build it, exactly to order and on minimal space.
I copy pasted that design 10 times left to right along my resource belt line.
Then thing#2 came along. Needed the same stuff and combined with thing#1 into thing#3. So I wrapped my resource belts, designed a second package on minimal space and also copy pasted it 10 times. So I had pairs of thing#1 and thing#2 with a line in the middle to combine them and a belt to collect them. Worked nicely.
Then:
Coal was replaced by electricity. I had no space for powerlines.
I got other types of the grab thingies, potentially simplifying my setup.
Suddenly I got sorting, making my belt setup a waste of space (I had one line per thing/resource).
All belts needed to be replaced by better belts.
Oh and:
Thing#4 came along, needing 2 of thing#1 and one thing#2 with some additional resources. Since I built to order, I basically had to start from scratch or severly hamper the production of thing#3. Also, my packages didn’t work anymore without wasting space and/or entirely fucking up resource belt management.
Therefore, I designed stuff from scratch to fit the new requirements.
That’s from the very beginning, but after repeating this pattern a few times, I gave up. Building it non-optimized felt even worse.
Being on the patient side of things, two games I’ve played in recent years and didn’t enjoy were:
God of War (2018) - it just felt like AAA slop to me. Meaningles upgrades, tons of obvious puzzles at any corner - never throwing in even a single brain teaser, boring combat - the best option was almost always to throw the axe, that thing were you start walking at a snails pace to mask loading and/or play a cutscene and on top of that your god powers being mostly cutscene exclusive. Just your bog standard AAA game with no ‘friction’ - boring.
Factorio - it just feels like work to me. On top of that, going in blind, I just didn’t enjoy building something up just to tear it down again because I’ve unlocked something new changing the requirements. Once again, feels like a job in IT. Also, resource patches being limited just gave me the weirdest kind of anxiety despite never actually seeing one run out.
Personally, I don’t care about TLOU, but I don’t think you should be leading with a massive spoiler as the thumbnail. Others might give you a lot of shit for that.
Take my opinion with a grain of salt, for the most part, I’ve mostly enjoyed games released in the third generation and didn’t touch anything past the seventh. The increasing amount of handholding turned me off and degrading mega evolutions from the once advertised evolution of the gameplay formular to a mere gimmick broke the last straw.
That being said: The Gamecube games hands down. The intro cutscene to Colosseum has more story than some generations did in their entirety and instead of you just stumbling into the plot you are actually an integral part of it. As an added bonus, both games feature final bosses that actually fight back. I think Colosseum is the only Pokemon game I ever struggled in.
Of course, taking everything Pokemon into account, Mystery Dungeon is the only true answer, but I wanted to go with an traditional RPG first.
If you insist on mainline games, you’re probably right about the fifth generation. These games have everything you would need, but the execution itself is fumbled - and it has to be, since they questioned their own franchise at its core. Logically speaking, N is right and everyone else is wrong.
There are some interesting things in other generations, but it usually feels tacked on and isn’t actually relevant for 95% of the game. Like, the sixth generation had some nice ideas - but they are mostly implied or retold, without you having any urgency in the matter. Once again why I chose the GC games, two of the few games with you being part of the plot. In the early mainline games, you mostly happen to be there when story happens, in the later games, you sometimes only get told that story happens somewhere.
I don’t think they truly understand their audience. Everything before the endgame is just a tutorial in MH. Yet, they usually ship the endgame with the DLC .
Wouldn’t have expected anything else. The two types of people I’ve mostly seen buying the Switch 2 are those who are really into Mario Kart and those who are into Pokemon, for the extra frame rate.
Neither of these groups is known for buying 3rd party games - at least not the ones I know.
You see, that’s your problem. Companies don’t make games for any other reason than money. Since there are no microtransactions or subscriptions available, they quite frankly don’t care if you ever play the game after you’ve purchased it.
They moved a lot of units already and considering it’s only a side game with reused assets, they made a profit. Therefore, the game by all means is a success for them, even if nobody would play anymore.
Concurrent players also shouldn’t influcene future sales by much, since you only need 3 people at a time
That being said, Shin Megami Tensei Devil Survivor 1 and 2 are awesome. They combine SRPGs with the usual SMT combat - I don’t think I’ve found something similar yet.
You move around like you would in any other SRPG, then you can attack enemies in range to enter normal turn based combat - however, at most, you can only play out 2 full turns before combat ends. Afterwards the next unit moves. Each unit represents a squad of up to three characters you will be batteling with, usually a human and two demons. Depending on your squad, you may have different movement, range and abilities.
I’ve played them all! Although, I haven’t finished all of them. I’m planning on fixing that with the FFT remaster, however, I had to drop the original release.
Personally, it goes FFTA > FFTA2 > FFT. I don’t think I’ve ever met someone who likes FFTA2 the most.