>>3774967The core of the problem is that bad game design is being mistaken as good design because it artificially inflates engagement metrics - pointless progression systems, infinite grinders, low-risk garbage that doesn't require frequent meaningful decisions from players. Main issue being that these kinds of systems APPEAR "good" and "feel good" to many people because they deliberately hone in on weaknesses in the human psyche (tl;dr skinner boxes, but the predatory design goes a lot deeper than that and more sinister). There is also a huge misunderstanding by players about what constitutes "value" in a game - retards will really infinite grind on shit like Siralim for hundreds of hours getting absolutely nothing out of it, but will bounce off of games with higher density of gameplay (WWAs, SaGa-likes, true roguelikes, "classic" DRPGs, etc) because the moment one of these games so much as bares a tooth at them, they're out and head back to the dopamine farms.
Because garbage like this sells (and moreover, because it keeps players AWAY from other competing games for longer) it will take a major event for developers to move the fuck away from it.
>>3774831>it's very ironic that you criticize Clair Obscur in the same postHow is it ironic to level criticism at a JRPG where the whole selling point of the game is that the player can bypass the gameplay if they press [button] at the correct time? To me, this isn't "real" JRPG gameplay and doesn't push the genre in a healthy or sustainable direction. It's great for reeling in non-fans and fake fans for a very short while but there is a low ceiling for "true depth" in any turn-based strategic game that offers you easy ways to skip large portions of the gameplay.