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?
Don’t care just want to say this game has one of the coolest settings in a game ever.
I think it's cool I just wish it was in space, now that would have been awesome
Nah, it's way cooler being on earth. It has "the thing" vibes.
QoL cuts down tedium while casualization makes the game easier
This is the best answer, everything else is pretentious
QoL reduces tedium to refine a game, streamlining reduces cross-genre friction to appeal to a wider audience.
QoL decreases monotony and increases game clarity, whilst simplifying merely appeals to the lowest common denominator.
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.
QoL features is when the game is made easier so that I can check it off my backlog easier and become a true gamer
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?
is redux truly the worst way to experience strange journey?
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
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.
>WRPGs
Not a genre.
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.
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.
random anime high schooler and art by someone other than kaneko don't belong in strange journey, play the original
Is adding a map to dungeons quality of life, or casualisation?
Yes
Both
automap should always be optional
Its one flaw of this game
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
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.
>"Quality of Life improvements" and casualisation?
It's all casualization if it's different from the original because I'm a whiny homosexual sperg.