Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
It was a resource that drained as you walked around with demons in the active party.
It was a way of stopping players from blasting through dungeons too easily by having high leveled demons take more MAG as you explore the first person sections (which was a majority of gameplay).
It was also the currency in the Last Bible games, so I might be reading too much into things.
Strong demons being active meant draining a a lot of Magnetite. Having too little magnetite means that these demons aren't going to be available in the bigger battles you need them in.
Considering you get up to 3 human party members though, at least in the first SMT game, losing out on a few demons wasn't as much of a problem then as it would be now. It made choosing how often you use your demons a powerful consideration.
Magnetite is designed as a limitation. That's it's entire purpose as a mechanic, and you are complaining about it working as intended. That's like saying that limiting ammo in Resident Evil is a stupid and unfun system because it prevents you from shooting zombies. That IS INDEED the point, "fun" or not.
God forbid any of that ♥♥♥♥ is fun. I don't need to know why it exists. I know what a limitation is. My point is WHY? And Atlus asked themselves that and found it arbitrary and pointless and a fun blocker.
Not every game needs to have arbitrary limitations to feign challenge. You already have inventory limits, turn limits, crafting limits, level limits. RPGs are full of limitations already. Having to watch a meter just for moving with a party is idiotic. The fights are the challenge. Magnetite as a fuel source just to have a functional party, wasn't FUN. You can limit yourself if you really need to.
Limited ammo in a survival horror game isn't close to the same. That's the genre. And even then many have difficulty settings to make the management more enjoyable if you don't like it. Some even unlock infinite ammo as a reward.
Demons weren't meant as main party members back then, they were meant as helpful additions, and were treated as such by the limitations they were given, such as not being able to use items or normal equipment or even gaining XP.
It's different now not because the original loop wasn't fun in it's own right, but that they simply developed something more forgiving and streamlined. That had nothing to do with the game being more fun, in fact i'd argue the changes they made to the loop made it less fun because of how demons individual demons are now given less relevance over what their elements are due to the Press Turn system, which while an interesting and rewarding mechanic in it's own right, very much rewards spamming weaknesses and makes boss fights even less fun than they normally would be. Press Turn makes the game less strategic because if you aren't spamming elemental weaknesses, you are actively losing. SMT is the only franchise where pressing "Attack" is the dumbest thing you could do in general gameplay.
Every system has flaws and less savory elements, and their fun factor alone (which is entirely subjective of a standard to begin with.) Does not condemn their inclusion. The mechanic fits the game and world, and to me, that's what matters more than individual fun factor.
With the balls high encounter rate in the older megaten pretty much guaranteed that you won't be on short supply of it because of it's frequent drop rate. And also chests giving a ♥♥♥♥ ton amount in dungeons as well. MAG really was a NON issue in the older megaten games.
As for the punishment, it's just a 1 hp tick of damage for the demons if you had zero MAG when you walked in the dungeons.
It IS my opinion and if you don't like Magnetite, then that's fine. I'm not gonna force anyone to play Kyuuyaku Megami Tensei like I did.