At some point while I was playing Bug Fables, I learned about an area known as Seedling Heaven where Golden Seedlings tend to spawn more frequently. The enemies drop a rare item that can be gotten cheaper than just buying them. At some point I accidentally learned how to gain more per encounter refresh from research and it lead to more than just rare item windfall. Not only did I get a lot of money, I also got a massive amount of EXP. This lead to a whole chapter and maybe more where I was over leveled and auto killing encounters making the game not as fun.[1]
Years later where I was playing Bug Fables Plus on my PC instead of my Switch, I unknowingly repeated the whole thing step for step with maybe slight differences. Regardless, the same consequences fell upon me leading to remember doing this same dance once more. I might have even seen the same Reddit comment that taught me how to gain more Seedlings per encounter.
"Surely this breaks the experience" is about what I was thinking and wrote a post in the Bug Fables Plus discord server feedback channel where the return of this mind thread came back in discussions.
Full chat backup
Benji:
Change Golden Seedlings or Seedling Heaven in some way so that that making the decision trying to grind for Tangy Berries doesn't impact EXP and in turn prevent Bug Me Not from killing the Wild Grassland encounters. This is probably more of a "Fell For it Again Award" kind of thing considering this is probably the second time I accidentally over leveled myself from the decision to grind a resource, but I still think it's worth mentioning as it would be nice to not break the game from the enticing treasure that is Tangy Berry windfall. (edited)
𝒶ntehmin✨:
there *is* that guy on metal island that just.
Sells Them.
for Moni 🫐
you can grind Moni 🫐 through many other sources to get tangy berries that way
nerfing golden seedling exp drops in seedling haven kind of defeats some of the point i think??????????
Benji:
I just didn't do that cause greed and ""foresight."" You can learn about Seedling Heaven naturally because of Stratos and Dalila and you can also learn how to get more Gold Seedlings per encounter by accident when you look up how resetting room encounters work with a search. In the end, one hint and a bit of research can easily go a long way and lead to a sudden power spike just from a bit of reading so I wonder if that should change or not.
NatalieRK: (replying to Benji's 1st post)
i think this is a self-control thing more than anything LOL
Benji:
I should talk about the designer weirdness when accounting for player decision making in a blog post sometime. It's too late out to be thinking too much right now. (edited)
NatalieRK: (replying to Benji above)
idunno, it's just a fact of how some games work (esp. rpgs) that grinding can and will trivialize parts of the game
it's up to the player to regulate themselves and choose what they want to do
grinding tangy berries alone is one way to skip a lot of the game's difficulty already
the designer can do what they can do but sometimes it's up to the player to set their rules and regulate their experience
it's called play and imagination ✨
Keygem:
+ Seedling Heaven is only really there so there is a consistent way to see golden seedlings at least for me thats what it is
NatalieRK:
dark souls is a game infamously heralded for its difficulty but it's full of ways to grind away the difficulty
most of the games, atleast
Benji: (replying to NatalieRK's 2nd post)
That's the question though. Should players be responsible for keeping their own game fun? I know there is a cut off point where too much effort to strengthen the game leads to very little gain, but designers with good understanding of human behaviors "could" create tighter designs to accommodate for players. I haven't gotten to a point to actually start asking that question and putting design into practice, but it's something I have thought about that I know I'll need to find answers for. (edited)
NatalieRK: (relpying to Benji above)
games are about play, it's a playground, and ultimately the designer has to hand off responsibility to the player at some point
this varies on a game-by-game basis but there is no "correct" way to do things
Benji:
Exactly. Where the lines are drawn is the designer decision making question. (edited)
NatalieRK:
if you optimize the difficulty out of the game, sometimes that's a you thing! sometimes the expectations and standards are just different
every designer has their own rules
i think that's the fun of game design
it's why bug fables has the menu codes to begin with, which imo are a fantastic feature
it's all up to how you play, what restrictions you set for yourself, and what difficulty you want the game's challenges to be
in short i think it would be silly to nerf the golden seedling exp gain because of that
grinding for tangy berries is already a "difficulty shortcut" for what's meant to be a rare, expensive resource
Keygem: (replying to Benji's 3rd post)
just take off bug me not if you wanna over level but still do fights thats your choice (edited)
Benji:
I guess to conclude, Bug Fables (and BF+) is a bit of an emergent gameplay machine where the designer makes a game and let it do it's own thing in weird situations like mine. Despite that, I still decided to selfishly ask the question on if my extremely weird situation is working as designed like it even matters at that point. I'm definatly gotta write about this tomorrow so I don't forget and actually learn something. (edited)
NatalieRK: (replying to Benji above)
"emergent gameplay machine" is a funny way to put it but yea i get whatchu mean
anyways yea what bry said, you can buy them at metal island
(end)
It eventually concluded with the important realization that I am just being selfish. There is a line to be drawn, but it should have been clear that I crossed it, especially with Bug Fables and Bug Fables Plus being an "emergent gameplay machine" and all that.
If I do return to my indefinitely halted projects, I do want to challenge the limits of game design and what it can accommodate player decision wise. I think it could lead to interesting experiences or important lessons on the limits of game design.
[1] Bug Fables ain't like most RPGs where your stats have scaled up making every encounter one hit and deal no damage, it just means the resources are more abundant in terms of mana and equipment points. Still not great, but disabling auto kill doesn't make the fights any more trivial than they already are.
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bleem!
This is a thing that happens a lot in various games, where the "most efficient" way to play is not necessarily the most fun. Things like "snaking" in Mario Kart DS, or OOT's side-jump being faster than walking, or tranquilizer headshots in MGS being a silent takedown from anywhere with almost no downsides. It's hard to say what should be done about mechanics like these because none of them seem intentional: they just kind of happened, like a "gameplay bug" instead of a program bug
There are probably a couple MKDS players today like HyphenHoik who probably would say otherwise about snaking. That tech and other likely bugs in other games just so happen to create emergent experiences that today's players play rather than playing the actual games as designed. However, developers can choose to leave them alone to label them as emergent gameplay. The VR game Rumble for example is full of emergent gameplay that resulted from unaccounted behaviors of various moves, the biggest of which being the many flight techniques.
If Mario Kart DS was made today, I am certain that snaking would have been removed. Nintendo is a lot tighter with their games making them pretty fun, but they are even stricter when it comes to emergent behaviors. Nintendo will even go so far as to change how the game functions and to develop expensive proprietary anti-cheat just so their intended experiences and game features are working.
by Benji; ; Report