There's a few different ones that fall under that category:Menegrothx wrote:Spells that only work (well) in certain situations and under special conditions, as opposed ones that you'll always use, separate the good players from the bad ones.MrPopo wrote: Having more spells to choose from is tedious if the majority are not worth using.
1. Utility spells. Things like antidote. These are boring. The only real reason to have antidote and soft vs. remedy is that you can impose different resource costs, but that's still boring; everyone always uses the appropriate spell.
2. Spells only effective against a subset of opponents. This is also boring and feels terrible if not implemented well. The couple of party members in Phantasy Star II who are specialized against biological/robotic opponents come to mind. The two implementations are either a character has a handful of super effective spells, which isn't skillful since you use them when appropriate and don't when not, or it's specialized characters where the skill comes down to knowing that you're in the robot level.
3. Combo spells which are highly effective once a particular game state is reached. Maybe you need to impart several status effects on the enemy before your damage attack can work, but once it does you're in the money. This can feel immensely satisfying and is the first interesting application, but it can also be a balance nightmare. This is also the first one that separates the good players from the bad ones in a meaningful way (is it worth it to spend time on the debuffs, or is this enemy better faced with regular damage spells?)
Now go back and think of how much stuff fits into the bad categories of 1 & 2, and how much fits into 3.
Removing elements from a game doesn't necessarily remove depth from it, but doing so never brings any additional depth to it.[/quote]MrPopo wrote:The real meaning of "dumbed down" is when you remove depth. To "simplify" is to remove complexity.
Correct, but if depth is maintained while complexity is removed then things are better.

