so like, you know how the optimal way to play Bethesda games is to be a stealth archer, but doing that is actually fairly unfun because you're just doing the same thing over and over again? parrying is the same thing, just on a single button
like, if a game has a parry system, that effectively solves every single combat challenge. how do you beat this boss? learn the parry timings and once you do you're effectively unkillable.
you can design around this fact, but the parry becomes an unignorable monolith at the center of your game
none of this means that parrys are bad, but what it DOES mean is that they should be carefully considered before you implement them into your game, and that often doesn't actually happen
yeah that’s pretty much exactly how i feel! stuff like sekiro or nine sols are designed with the parry as the central mechanic so the game doesn’t fall apart bc of it
i havent played clair obscur but if the thing the devs said about being able to do a damageless run if you’re good at parrying is true then i think that’s a pretty terrible implementation for an rpg, where resource and health management are usually interesting mechanics to manage
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you can design around this fact, but the parry becomes an unignorable monolith at the center of your game