FNaF World was always the "middle child nobody likes" of the community, but for different reasons. Some hated the shift in artstyle and the overall direction, and others like myself disliked and at the same time LOVED the gameplay.
WHAT WORKED:
1)the damage based moves felt powerful and inteded, they landed hits and landed them well, making it worthwhile.
2)The character designs were amazingly well done, and embodied the style with maestry
3)iconic bosses, chips and bytes that made gameplay interesting and strategic.
WHAT DIDN'T WORK
Yes, fnaf world is fun, but fundamentally flawed. as a fnaf game, it works great and is fun, but as a rpg? it honestly kinda sucks. here's why:
1) EXPLORATION IS NON-EXISTENT: Exploring a map is a chore rather than a fun adventure, because there's not much to explore! The worlds of the game are stupidly small, to the point where you might aswell just make them small rooms and save the player the trouble of walking.
EXPLORATION SHOULD BE EXCITING IN RPG'S! Discovering places, fighting secret bosses, gaining good XP, tokens and upgrades! Fnaf world barely scratches the surface of that. The worlds could've been bigger, and the game would've been more exciting. Hell, even small side quests to unlock characters would make at least SENSE, and would've made the game more engaging.
2) CHARACTER UNLOCKS ARE BAD: No doubt about it. Finding a character takes such a long time and is so rare that, by the time you get the character you needed at the beginning, you're already in world 4 fighting exponentially stronger enemies. This problem is without a doubt correlated with issue 1), and for good reason. bigger maps would make character unlocks more balanced and worthwhile, and it could help ENJOY the characters! Because when you unlock a character, it lasts 30 minutes at best before being switched with someone better, which leads me to problem NUMBER 3.
3) BAD CHARACTERS ARE TOO BAD: Take Phantom freddy and BB. The possibility for attack moves like Toxic pizza weel or toxic balloons would make them worth unlocking and using, but instead they're delegated ONLY, O N L Y for debuff moves. that's a BIG ISSUE, because if you have characters that are bad simply to fill the roaster, then you're designing a game in a very bad way. EVERY CHARACTER SHOULD HAVE A PRECISE PURPOSE AND USEFULNESS. Withered freddy could've had pizza weel 2, instead he got mic toss, probably the worst damage move in the game, making him not worth using. this problem extends on and on, and its clear some changes should be made to make every character worth using.
4) ENEMIES ARE TOO EASY, EVEN ON HARD MODE: it is an actual joke how easy the game becomes overtime. Not counting Scott and Security, fnaf world enemies in normal AND hard mode are so easy to beat, it is actually not fun. Instead of being engaging, entering a battle is annoying, a time waster, and it shouldn't be like that. EVEN THE DESOLATE HOPE, A GAME SCOTT MADE IN 2012, MADE FIGHTS ENGAGING AND WORTHWHILE. This is just bad game design, ESPECIALLY when you can run away from a fight.
5) CHARACTERS ARE NOT USEFUL AND EASY TO SWITCH FROM: if you had characters oriented for specific parts of the world, that had immunity to some specific moves by enemies, or to weather conditions of that specific world, it would force you to try every character and strategize party combinations, which would be at least a bandage that fixes part of a WAYY bigger flaw in the game's design. Instead, any character can be used in any world without drawbacks.
We don't have freezing debuffs, or water debuffs, or hot-based debuffs for any of the characters, thus there's no incentive of making strategies to survive different worlds. A good example of this mechanic making sense and working is METROID PRIME, where exploration is encouraged, but with caution on maps with different weather.
Overall, these are all the problems FNaF World has, and I hope this is a good guide on what not to do for rpg's, and how you should make them engaging and fun. Thank you for reading this post!
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