muds_animal_friend
Arcane
- Joined
- Apr 3, 2006
- Messages
- 1,386
Well, no... not specifically. M&M 6 balances the risk and work versus reward factor well up to a certain level and then hits a slump of diminishing returns. Party progression slows to a crawl, there's no excitement to opening a treasure chest anymore, and tactics basically devolve to nuke spell after nuke spell. It's a rare instance of an RPG that's too long for it's own good. M&M 7 feels like a better length, but its dungeons just aren't as interesting. Basically, killing a 100 of X in early to mid game gains you something tangible, which is working design, whereas killing a 100 of Y by late game is just a tedious series of speed bumps, which is flawed design.Do you like the combat in the last few M&M games? Don't you think that killing 100 mages, then 100 thieves, then 200 cobras is quite shitty design?
I find Wizardry 8 far more guilty of combat spam given its slower pace, but it has the virtue of more interesting and varied options for late game party development.