In many modern (and not so modern) RPGs, players are shown tons of numbers, monster levels, and all sorts of behind-the-scenes developer stuff they really shouldn’t be seeing. It completely kills the spirit of exploration. It’s way more interesting when you don’t see exact numbers and explore the world by trial and error. Text hints like “weak,” “medium,” or “strong” are more than enough… And sometimes, it’s even better with no hints at all. That’s how you keep the atmosphere of magic and a real adventure.
Many games have this mechanic – at first, you can’t see monster stats, and you only discover them gradually as you slice them into thin strips. For example, in Allods 2, it’s done pretty nicely, but I’d still prefer if instead of concrete numbers, you’d only see textual vulnerabilities like “weak,” “medium,” or “strong.” On my server, there’s this little hack – all monster and item descriptions don’t match what’s actually on the server. People grumble about it, but to me, it’s a wonderful bug-feature that adds a bit of spice for those who’ve been playing A2 for way too long.
Example: Might & Magic 6
A good example is Might & Magic 6. You have no clue which area is dangerous and which isn’t until the first random dragon smacks you in the face. Most M&M players ruin the exploration vibe with save-load abuse, which is just not cool. Died? Hit respawn and keep going. That’s exactly how M&M6 was designed – with the idea that you’ll die and revive, not save-load every step. Especially since dying there just wipes your money and nothing more.
If M&M6 existed as an MMORPG, where saving would be, obviously, impossible – it’d be pure bliss. Throw in some PvP with blackjack and palace guards while you’re at it 🙂 Just wait till they make Skynet, and it pours us a matrix like that in a bathtub. Glorious!
How to play without ruining the experience
By the way, I did some streams of M&M6 not so long ago (well, relatively). Then I kinda dropped it and lost my save. Now I’m just waiting to forget the game properly so I can enjoy it again. Playing when you already know too much is painfully boring. That’s why before returning to any game, I usually try to forget as much as possible. You can also set yourself some challenges: for instance, the “right” way to play M&M6 is not to use bows – and really, it’s better to skip them altogether (unless you’re a newbie… and yeah, for newbies, bows are fine). Limit teleport usage, don’t save after every sneeze, and stop kiting mobs until you’re blue in the face – the result is real immersion, almost like the first time.
All of this adds to the atmosphere. Ideally, just mod the game – M&M6 is practically begging for tweaks like that. For example, resting in a tavern or camp could be more tightly tied to spending money or food, and teleporting should only be available at certain times. But I don’t really have time to mod yet another game, so I’ll just wait until I completely forget it and start noobing around with some custom rules.
Let the game rest and ditch the “extras”
So, if you love mystery and exploration, try turning off some of the information and don’t go overboard with saves. Even better – let the game sit for a few years, then come back to it almost like a newbie. That kind of self-discipline gives you a fresh perspective on old favorites and brings back those unforgettable golden days of noobing.
RPGs are about going in blind and discovering the world step by step, not checking numbers in every menu. Good luck to everyone who appreciates that kind of vibe and is ready to give old (and new) RPGs a second chance – without numbers and save-spam!