Welp, due to meta elements and natter, I have been left in no doubt that the next boss is going to rip my spine out through my nose and beat me around the head and neck with it. It's at times like this when I say to myself, 'Okay, here's what the game's given you to accomplish this challenge. Now, what can you, as a player, bring to the table to help the process out?' Usually, in genres I know, that would be skill and experience, but not so in this case. In this case, the only thing I have to help me out is a total disregard for my death counter and near unlimited amounts of determination and patience. Plus time to prepare for the ass-whupping I am shortly to recieve. So, without further ado, I did what any rpg fanatic would do in this situation, and went grinding. This is a really clear example of how the meta can influence a player's decisions. Hopefully, in this case, it will make me actually able to beat the boss
at all.
I'm taking this opportunity to discuss grinding, and to give a Creator Safety Announcement on it. It goes like this: Do not try to stop players grinding. Because (spoilers) it will not work. Ever. There are certain people who will level up to Lv99 on the first few screens of an rpg because it will mean that other characters join at Lv99 later. There are people who statmax until they can wipe out anything in one hit and who still won't be satisfied until all the numbers are at the cap. I'm not one of those people, but I play Disgaea games, and if I spend twenty hours levelling a party of ten characters to 5000 a piece and then spend another twenty building up their weapons to have 12 million attack, you cannot stop me suckerpunching Castlevania enemies until I'm nice and OP. If you reduced the AP gains, I would just go to gate 1:2 and koopahop combo for the multipliers until I got where I wanted. If you nerfed that, I'd go somewhere else.
In short, there are two basic things that will induce a player to grind: they have to think it's worth it (i.e, that the rewards for grinding will actually be worthwhile), and that the game is worth it (i.e., they're not going to invest two hours of menial work into a game that's rubbish to play). Plus, some people just like to watch the numbers get higher. Trying to stop grinding is a) basically impossible in any system with balanced experience gains, since they can be taken advantage of and b) will do nothing but make grinding more of a pain in the ass, which will reflect negatively on that player's experience. Usually, the best method of dealing with grinders is either make the game in such a way that grinding is never necessary or desirable (difficult to do, and probably not what DT3 is going for), or to just sort've...ignore them, really. They'll grind no matter what you do, so you may as well just discount the existence of them rather than bend already balanced elements of the system in an attempt to stop it. I don't think that, in the scheme of DT's upgrade systems, that it's really possible to grind for OP status anyways.
In this case, DT3 passes muster on value for grinding and the game itself being fun enough to grind in. It really does, however, feel like there's a
need to grind, given how expensive everything is, and how hard the game is around it; you feel as if you need those advantages to keep up, and that you need to grind to get to them. It seems like you're trying to make the player pick and choose conservatively what abilities they want with high prices, but that doesn't work. It's difficult to explain, but it comes down to conservation of detail and a weird sort've shroedinger's cat of player psychology. It works as follows:
- -Player has many upgrade choices, and not enough AP to buy them. Player is fairly convinced that enough AP will not naturally occur during the course of the game and will not be a worthwhile time investment to grind for in light of the typically small overall bonus any one upgrade gives.
-Player comes to the decision that all upgrades are equal but some are more equal than others, and makes plans to buy only those. So far, the prioritisation scheme is working.
-However, the player now knows exactly how they'll spend their AP, and doesn't grind to get any more than they need for that plan.
-Because the player will never attain them in the course of play and will likely not make any special efforts towards attaining them, all abilities not on the player's plan effectively cease to exist in realistic terms and are absolutely superflous to the game.
An example of this in play, if you're interested in it, would be FFX's sphere grid. You'll need to take a gander at it to get
the full picture, but in theory, it's essentially a centralised upgrade tree: every character starts in their own area but may eventually have access to the entire thing and can benefit from all the upgrades there. However, it's too costly in terms of momentum and resources for a character to reroute to another's area of the sphere grid in normal, non-challenge play, so they're effectively limited to their own area, meaning that sprawling chain of potential upgrades looks a little bit more like
this: a long, linear chain of all the upgrades that can be realistically actualised. Essentially, the system looks very intimidating and seems to have a lot of customisation potential, but in fact has barely
any in actual play. It can be summed up as follows: Tidus CAN go to Lulu's section and get all her upgrades, but realistically he never will; therefore, Lulu's section may as well not exist to him. I feel like, in terms of both concept and execution, FFX's Sphere Grid system is very similar to the upgrade system in DT3, and that if you aren't careful, DT3's might suffer from the same weaknesses: seeming to contain a lot of customisation potential whilst most of that potential is, in fact, not realistically attainable, and seeming non-linear when in fact it mostly is. It's also worth mentioning that, as a guy who's played a whole bunch of RPG's with 'alternative' upgrade and levelling systems, I find FFX's to be one of the worst in terms of actual execution, no matter how impressive it may look; it only gets worse when, in postgame, they ask you to make use of the whole thing, and literally force you to do nothing but grind for hours and hours to attain that. The uberboss requiring it, Penance, is not actually that hard, but requires such a ridiculous time investment for such little entertainment that even most hardcore, uberboss slaying players don't actually bother. I'm praying that DT3 doesn't ape that and end up making bonus sections expecting full potential characters, because honestly, guys, the postgame to FFX is dreadful because of it (and a few other bass ackwards design decisions, but I won't get into it. Minigames for ultimate weapons, anybody?)
One disclaimer I want to add is that, just because I think that FFX's upgrade system is dreadful and that DT3's is close to it in concept, doesn't mean I don't think DT's is awful. FFX's level up system is literally everything about that game; it's basically the core of the gameplay. DT3's upgrade system (by which I mean the AP system) is supplemented by the various equips (ironically also close to their usage in FFX), but also by the weapon experience system which backs up the characters. As it is, I think DT3's system could maybe use a little work, but it's not core, and it doesn't make such a huge difference in terms of gameplay that it spoils anything. I'd hazard a guess and say that the game is techically quite completeable without any of the AP upgrades at all, but frankly I wouldn't try it. Leave that for maestros like NegativeZero.
Okay, now that I'm done ranting on that front, time to actually give some details, put some context into my Death preparations. I found a nice money grinding spot outside the Medusa head room leading to the gem in the Castlevania section and spent a while filling my wallet, then bought Force Armor to help me out in the eventually killage. I also bought the extra bottle, and filled both my bottles with Miracle Fluid; I won't be able to use it in the boss fight proper, but if I'm gonna be grinding for money anyways, I may as well fill up my pots capacity. I'm toying with doing the extra gate for the Zelda section, but the rewards from the Mario extra gate were so paltry, and took so much effort, that I honestly don't think it's worth my time at this juncture. I was considering grinding my way to Perseverance in terms of AP, but I just got the third level of expertise and called it a day. I might still get the third level of Pulse since that's 21 grand closer, and I could use the subweapon spam, but I get the feeling that Claire's subweapons are going to be of limited use in the next fight as a method of making it more difficult, so I might instead go for Charm. Other than that, I've been to the teleporter outside Death's Hall, and am just about ready to get my face murderised. I'll probably post a full list of my skills, where I'm at, and how many deaths I have before and after the Death fight, because it seems to be the single biggest 'thing' in this demo, and maybe that info will come in handy somehow.
(Additionally: I haven't commented on it so far, but man, the music for the first section of Castlevania is badass. I'm guessing it's a remix of the original. Does anyone have an MP3 or something? Because I could really just sit around and make Claire dance to that music all day. It makes me sad, though, that Jerry has a subtle 'looking up' animation and she doesn't. Gender equality, guys! Women need to boogie too! The music for Death's Hallway is also pretty rockin'.)