Journal

Realism vs. Fun for Monster Remains

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During our game testing, we found one change that we made from Last Dream I / World Unknown wasn’t holding up as well as we thought. In Last Dream II, we had originally planned to separate monster remains into two types: common and rare. Common remains would only be utilized for earning gold and would have no other utility (e.g. not useful in synthesis). The other types of remains, rare remains, would be more valuable and you could sell them or use them in synthesis recipes.

The goal in this distinction was to allow the player to still earn some gold while still full exploring the synthesis system. The problem that we found was that now that common remains had no value other than selling for gold, there was really no reason to simply not remove the intermediate “realism” step of selling the remains. The common remains also obscured the amount of gold that the player had since they did not register in the party’s total gold until they were sold. So although it lacks “realism”, we’ve decided to remove the intermediate step and have enemies directly drop gold.

Enemies will still drop monster remains and the player can either sell these or use them in synthesis, but the player can’t roughly track how much gold they have since half the gold is directly dropped by enemies and the other half is in the monster remain drops.