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I feel many game developers overestimate just how much some of us care about playing their non-arcade games past the initial run.
This has been a problem for me since childhood, really. Locking extra ending behind 100% completion and said completion is often just more and more item collecting that ultimately serves no purpose if you've finished the initial run of the game.
Dragon Quest XI for example did this well, it didn't have "post game" focused on completing challenges and collecting items, but rather a whole new chapter, a new episode to round everything up and lead the player to the true ending. You weren't forced to complete some annoying challenges, collect annoying items and so forth from what I remember, you just had to go through the story as it develops. We did complete some trials but those were part of the story and as far as I rmemeber, it's been over half a decade now, they were seamlessly integrated.
On the other hand, I just finished PRAGMATA, decent enough game. Nothing outstanding but not bad at all, a nice 8.0/10 experience and then it hits me with this absolutely utterly annoying post game content for me to get a supposedly True Ending and what is the content? More of that Training/Sim stuff that's ok if you want to play it but to lock a true ending behind it, no thanks. I 100%'d every area because exploring was fun, but no I don't feel like doing all this now for a few seconds at the end and a bunch of artwork. Alan Wake 2, one of my favorite modern story driven action/adventure games also did the same thing, I am not going through the entire game again just to get a literal 3 second dialogue at the end and a few changes here and there no matter how integrated in the main plot the second loop may be.
I can play and replay short, fast paced pick up and play arcade style games.
I can replay sessions of Tetris and Kirby Kira Kira Kids (SNES) or even Panel de Pon, Yoshi something or other I can't remember the Localized name now.
That's arcade stuff.
I can play my favorite shmups and beat em up indefinitely.
But I am not doing post game content just to see a few seconds of extra footage at the end of an 8-15 hour game or longer.
This isn't just about PRAGMATA, I've had the same issue with games as far back as the SNES, DKC3 locked an entire boss and portion of the world behind 103% collecting nonsense, I dunno how did it as a kid but I did it and never attempted anything like that since lol
Banjo Kazzoie did the same thing and so many other games.
It's such a tired formula, to me it doesn't add replayablity or more content, it makes the games feel like chores, so naturally I opt out of such things most of the time.
A game's value shouldn't be determined based on how much "CONTENT" it has, it should be determined on how much fun that game is for you on your first playthrough and sure, branching paths and different choices in games to add replay value for people who don't mind replaying games, that's fine...but collecting stuff, completing some dumb challenges I dunno it all feels tacked on to me.
This has been a problem for me since childhood, really. Locking extra ending behind 100% completion and said completion is often just more and more item collecting that ultimately serves no purpose if you've finished the initial run of the game.
Dragon Quest XI for example did this well, it didn't have "post game" focused on completing challenges and collecting items, but rather a whole new chapter, a new episode to round everything up and lead the player to the true ending. You weren't forced to complete some annoying challenges, collect annoying items and so forth from what I remember, you just had to go through the story as it develops. We did complete some trials but those were part of the story and as far as I rmemeber, it's been over half a decade now, they were seamlessly integrated.
On the other hand, I just finished PRAGMATA, decent enough game. Nothing outstanding but not bad at all, a nice 8.0/10 experience and then it hits me with this absolutely utterly annoying post game content for me to get a supposedly True Ending and what is the content? More of that Training/Sim stuff that's ok if you want to play it but to lock a true ending behind it, no thanks. I 100%'d every area because exploring was fun, but no I don't feel like doing all this now for a few seconds at the end and a bunch of artwork. Alan Wake 2, one of my favorite modern story driven action/adventure games also did the same thing, I am not going through the entire game again just to get a literal 3 second dialogue at the end and a few changes here and there no matter how integrated in the main plot the second loop may be.
I can play and replay short, fast paced pick up and play arcade style games.
I can replay sessions of Tetris and Kirby Kira Kira Kids (SNES) or even Panel de Pon, Yoshi something or other I can't remember the Localized name now.
That's arcade stuff.
I can play my favorite shmups and beat em up indefinitely.
But I am not doing post game content just to see a few seconds of extra footage at the end of an 8-15 hour game or longer.
This isn't just about PRAGMATA, I've had the same issue with games as far back as the SNES, DKC3 locked an entire boss and portion of the world behind 103% collecting nonsense, I dunno how did it as a kid but I did it and never attempted anything like that since lol
Banjo Kazzoie did the same thing and so many other games.
It's such a tired formula, to me it doesn't add replayablity or more content, it makes the games feel like chores, so naturally I opt out of such things most of the time.
A game's value shouldn't be determined based on how much "CONTENT" it has, it should be determined on how much fun that game is for you on your first playthrough and sure, branching paths and different choices in games to add replay value for people who don't mind replaying games, that's fine...but collecting stuff, completing some dumb challenges I dunno it all feels tacked on to me.