Posted June 19, 2020
I've started replaying Quest 64, and I had one instance where the enemies froze me, and as a result I was not able to perform any useful actions. The freeze refused to wear off, and I reached a point where I was forced to spend the last 3 MP I had to cast Escape (as I would be killed in one more hit). Of course, that Escape spell failed, and as a result I ended up with a death (which takes you back to where you last saved, but you fortunately don't lose anything when this happens). (There's a spell that can remove status ailments, but it's the last water spell you learn, and the part of the game where this is most likely to be an issue happens early.)
This reminds me of some other instances of "death by status ailments", with Dragon Quest 2 and Final Fantasy 1 being the prime examples, and I've heard of cases in modern FF games where they made the Malboro's Bad Breath multi-target (why?) resulting in many game-overs to such enemies.
Do you think this is good game design?
Has this ever happened to you in any games you have played? (Doesn't have to be RPG, but does need to have something like status effects.)
This reminds me of some other instances of "death by status ailments", with Dragon Quest 2 and Final Fantasy 1 being the prime examples, and I've heard of cases in modern FF games where they made the Malboro's Bad Breath multi-target (why?) resulting in many game-overs to such enemies.
Do you think this is good game design?
Has this ever happened to you in any games you have played? (Doesn't have to be RPG, but does need to have something like status effects.)