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In the legacy version of the game, there were little orbs you could interact with that would tell you the expected level and party size for zones and dungeons. I removed them because many people thought they were too hand-holdy, but I wonder if that was actually true.
Do you (or does anyone else) think this is an issue that ought to be resolved? Or were you more just throwing the question out there because it seemed like an unusual way to set up the game? It's definitely intentional, but I'd agree it's unusual. I like the idea of bumping into things you can access early on, but can't actually handle until later. But you're right that some games might just expect you to grind, and Ara Fell doesn't.
This type of design would be more common in something like an open world rpg, where while you 'can' go near anywhere there are clearly defined regions where---------- actually no. Even in those games the enemies in the starting area are meant to be killed, even with a minor bit of grinding. The only game I can think of (I'm sure there are more) off the top of my head where you 'can' just wander into a place you have no business in right from the beginning with little to no warning is Dark Souls I. The graveyard. Enemies don't even have levels in that game. Just as a new player, you see a black pit of skeletons who all kinda 1 shot you and you swiftly decide 'nope, fk off I'm out.'
I'm digressing. I like the idea. I think more classical rpgs should have done this idea. However it's not standard and (I can almost guarantee) you'll likely have people who actually do try to grind out those foxes until they're strong enough to take on the bandits at the very least, probably because lvl 15 bandits aren't THAT far away from you being lvl 6-10 when you find them. Unlike the lvl 25 orcs where it's obviously clear that that's a nope zone, or the wasps where you try once and realize that 5v2 when all of the 5 can 1 shot you isn't going to work any time soon.
Oh right, that type of backtracking to clear old obstacles is more conventional in metroidvanias, where going back with a new upgrade to open the red door is half the appeal.
I don't like the idea of the random orbs giving recommended level / party info, because that does sound gamey and hand-holdy. Except maybe on story mode difficulty. A smoother way could be to have the boy say something like, "I'm not sure we're ready to take on these smugglers yet." Or maybe before you fight the bandit boss, you have to fight 3 lvl 15 minions who are doing a standard anime "you want to talk to the boss you haf to go through us first bratz!" Get yourself wrecked. "Come back when you've grown up kids!" Or something to that effect.
Anyways, I think what triggered me on this point was the line "we have time to explore" right before the contest. So explore I did. In most other games I've been raised on, that's the cue to do literally every sidequest possible before going onto the main story. I think it's also weird that main girl can use her ultimate and her holy arrow before the mine / contest. I pretty much nuked the pet thief with mark + ultimate for ~600 as the first time I've used the skill. The ring (precious) gives her the powers as at this point, but I was under the impression she didn't know how to use them until later. However I can stretch some disbelief with using the holy arrow in combat if the boy (Adrian was his name I knew I'd remember eventually) is too busy during combat to properly notice that girl was acting differently when she was shooting arrows, like he did during the tournament. She does say that she thought she was feeling weird all day but just ignored it due to it being a crazy day.
...
That last bit really went on a tangent there, but I'm glad I thought of it while I did.
For reference, I'm happily slaying lvl ~11 zombies and gazer demons now and thus the curve makes sense again.
Morrowind, one of my favorite games, didn't do that.
>I think it's also weird that main girl can use her ultimate and her holy arrow before the mine / contest.
Aha, this is definitely a bug...