What is the difference between "Quality of Life improvements" and casualisation? Are they one and the same?

What is the difference between "Quality of Life improvements" and casualisation? Are they one and the same? Maybe QoL is when something is made more convenient without changing the difficulty, like letting you fast travel, but casualisation is when it makes it easier, like letting you save anywhere, like SMT SJ Redux?

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  1. 4 weeks ago
    Anonymous

    Don’t care just want to say this game has one of the coolest settings in a game ever.

    • 4 weeks ago
      Anonymous

      I think it's cool I just wish it was in space, now that would have been awesome

      • 4 weeks ago
        Anonymous

        Nah, it's way cooler being on earth. It has "the thing" vibes.

  2. 4 weeks ago
    Anonymous

    QoL cuts down tedium while casualization makes the game easier

    • 4 weeks ago
      Anonymous

      This is the best answer, everything else is pretentious

  3. 4 weeks ago
    Anonymous

    QoL reduces tedium to refine a game, streamlining reduces cross-genre friction to appeal to a wider audience.

  4. 4 weeks ago
    Anonymous

    QoL decreases monotony and increases game clarity, whilst simplifying merely appeals to the lowest common denominator.

  5. 4 weeks ago
    Anonymous

    Frankly, saving anywhere in a game meant to be played on a console intended to be portable and put away at a moment's notice is more than appropriate.

    Sure didn't stop Oroboros, Mem Aleph, and Shekinah from being pretty challenging.

  6. 4 weeks ago
    Anonymous

    QoL features is when the game is made easier so that I can check it off my backlog easier and become a true gamer

    • 4 weeks ago
      Anonymous

      literally this. what i hate the most is when a game forces me to play it. like if it's too new to emulate so i have to sit through battles instead of fast forwarding through them. and like when a game doesn't fully heal your party automatically after every battle, ridiculous. i also should never have to fight the same enemy more than once: i've already proven that i can beat it, so why should i have to do it again?

  7. 4 weeks ago
    Anonymous

    is redux truly the worst way to experience strange journey?

    • 4 weeks ago
      Anonymous

      if you just hinder yourself from saving everywhere and avoid the extra dungeon that makes the main game easier, it's a solid version that has voice acting

  8. 4 weeks ago
    Anonymous

    In a sense QoL and "casualisation" are connected but it's not always a bad thing to cut down on things that are needlessly tedious or badly thought out.
    Rolling for stats at character creation in old WRPGs is a good example, yeah it's meant to simulate tabletop and you can theorically go ahead and play your 11 str 18 int Fighter but realistically 99% of players will just reroll until they get the stats they want so stat allocation becoming the standard was an obviously good QoL/casualization.

    • 4 weeks ago
      Anonymous

      >WRPGs
      Not a genre.

  9. 4 weeks ago
    Anonymous

    Quality of life changes over time, but it can update mechanics to be more modern. Take old RPGs that you have to go up to a person, bring up a menu, then select talk to talk to the person. A quality of life improvement would be just to press one button to initiate conversation. That simply saves time on the players end without altering difficulty. What about being able to compare and contrast equipment from a vendor to what you have easily? None of this makes going through dungeons or battles easier, but does improve player experience.
    >like letting you save anywhere
    Is it a hard save or a suspend? If it's a hard save it's casualization because it's a dungeon crawler and you're not suppose to be able to load up a save many times to quickly triumph over a section. If it's a suspend with a one time load and it gets deleted it's a QoL improvement because you should have the ability to save wherever in a handheld game. The first handheld RPG allowed you to save anywhere, it just makes sense to have that ability with a portable.

  10. 4 weeks ago
    Anonymous

    Good QoL is letting you do stuff that removes tedious busywork, like letting you batch unequip all party members or access all recruited characters inventories from shops/inns.

  11. 4 weeks ago
    Anonymous

    random anime high schooler and art by someone other than kaneko don't belong in strange journey, play the original

  12. 4 weeks ago
    Anonymous

    Is adding a map to dungeons quality of life, or casualisation?

    • 4 weeks ago
      Anonymous

      Yes

    • 4 weeks ago
      Anonymous

      Both

    • 4 weeks ago
      Anonymous

      automap should always be optional
      Its one flaw of this game

      • 4 weeks ago
        Anonymous

        It should be an item that costs money to use
        I hate DRPGs with free automaps and it sucks because its just the norm now

        • 4 weeks ago
          Anonymous

          Idk at that point it becomes a resource and factors into game balance. Just making it an option leaves it, like control schemes, mainly a matter of taste. Imo it's best if there's just no in-game map feature cluttering up the UI at all so you're forced to use paper, but that's a hard sell in the information age.

  13. 4 weeks ago
    Anonymous

    >"Quality of Life improvements" and casualisation?
    It's all casualization if it's different from the original because I'm a whiny homosexual sperg.

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