Why Nintendo's describtion is vague about game values?

ashley

Member
Why is Nintendo becoming very vague when describing game values? Especially the first-party works, such as "splatoon" and "Pokémon": Many of the values involved in the battle are only dependent on the player's strategy and various encyclopedias. There is no description at all in the game. Dig or unpack yourself.

Pokémon series: Three major values (race value, individual value, effort value) pvp is a key factor that cannot be touched, but there is no description in the game; damage calculation needs to rely on the simulator; the description of the effects of various items and a probability value nothing.

splatoon: Weapon damage does not even have a number, only a bar length is marked, there is no specific value for various equipment effects, only relevant descriptions (even the characteristics of different effects of different weapons such as "main weapon effect improvement" are not described), The specific equipment refresh probability is also not described in the game.

Why does Nintendo do this?

Because of the threshold.

Nintendo Mario Kart's racing parts and character parameters are far more than the ones you see when choosing a car. Imagine what subdivided properties of land speed, water speed, air speed, anti-gravity speed you saw when you did n’t even see a few at the track and ran 50CC ...

Nintendo Splatoon2's weapon parameters are far more than the ones you see when you buy equipment. Imagine that these values are all displayed when you first buy it at Nintendo store ...

Nintendo Pokemon's monster training values are far more than the ones you see in the status bar. Imagine that when you capture Pokemon for the first time you can see them in full ...

There are too many elements, most Nintendo players will be killed at first sight-this Nintendo game is too complicated, so many attributes, how should I play (select, learn)?
Lowering the threshold, in addition to reducing the amount of operations and other methods, the simplest and most effective way is to hide some attributes that players can have fun without understanding. This allows more people to participate, instead of being scared out of the game.

Personally, I feel that at this point, Nintendo MK and SP2 are doing just right. PM training, especially genetic skills, are not shown in the book. I think it is too much. When players play to a certain level after getting started, and want to further understand the game's in-depth gameplay, they may spontaneously check the strategy.
 
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