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What I dislike though are unclear effects and descriptions, especially if it doesn't serve any purpose.
- One exemple is the lack of numbers in the Elemental weaknesses in Monster Hunter World. They are shown for each monster as stars from 1 to 4. Even in the Wiki, it is unclear what they mean, and it's hard to compare in game the damage increase/decrease in regards to elemental damages. The thing is, there's literally no reason to make the information unclear, no reason to just write down "increase thunder damage by 100%" instead.
- One counter-exemple are hidden healt bars. It forces the player to fully focus on the moment and not be distracted by the UI or engage into dumb short-term strats.
Has this been implemented? I don't care about high scores so I'd be fine with it as I just want to have fun, but I'm just done with the game if I can't disable that as it makes me motion sick.
Regards
So first, number one, Rouge is makeup. Rogue is a genre-defining game made in 1976. Not critical, but annoying.
Second, you seem to have drifted from your point, and I hope to return to it. There is a difference between accessibility and difficulty, though low accessibility can certainly add to a game's difficulty.
You take pride in overcoming a game's opaque user experience, that you excelled in spite of it- that's fine! I'm glad a somewhat subpar UX design heightened your enjoyment of the game- that's great. I will also cede some ground here- there is a lot of enjoyment that can be had in discovering the mystery of a game's mechanics. Games that are designed well enough can have that kind of exploration as an additional mechanic. It is not empirically wrong to desire a game you have to figure out as you play it.
It is also not empirically wrong to have the rules of the game laid out, so you know what you're going in for.
I want to be crystal clear here- I am not challenging, nor critiquing, how you enjoy your games. I am criticizing the fact that you are criticizing others. The original poster on this thread has perfectly valid criticisms. The game would be more fun for them if the carts were better explained. This is a true statement.
It is also a true statement that learning those mechanics through gameplay brought a lot of enjoyment to you, and that is equally true.
Here's the meat of it- You could have had the exact same opinion, and voiced it differently, and it would have been perfectly acceptable. Next time try something like this:
"I disagree. Personally, I find the exercise of discovering the mechanics through gameplay to be really rewarding."
See how this gets your point across, doesn't insult anyone, and more accurately assesses the situation?
Anyway. Thanks for coming to my TED Talk.