Why Genshin Failed Where Wuthering Succeeded.
Summary
TLDRThe video script discusses the concept of endgame content in games, particularly in gacha games like Genshin Impact and Honkai Star Rail. It criticizes Genshin Impact's new endgame mode, the Imaginarium Theater, for being too easy and not challenging enough for players who have heavily invested in character upgrades. The script contrasts this with Honkai Star Rail's diverse and engaging endgame modes, which offer unique challenges and rewards, and suggests that Genshin Impact could learn from its sister game to improve player experience.
Takeaways
- ๐ Endgame content in games generally involves exploiting core mechanics after completing the main story, offering replayability and further progression.
- ๐ฐ In gacha games, players can often 'buy' their way into power or progress through extended play, which can lead to a point of diminishing returns on investment.
- ๐ Genshin Impact has a cycle of powerful characters (C2 and C6 constellations) that can trivialize endgame content, reducing the challenge and potentially the fun for some players.
- ๐ค The introduction of new endgame modes in games should ideally offer a fresh challenge and utilize the characters' power in new ways, not just increase the ease of existing content.
- ๐ญ The Imaginarium Theater in Genshin Impact was an attempt at a new endgame mode but was criticized for its restrictive rules and lack of innovation.
- ๐ Genshin Impact's sister game, Honkai Star Rail, offers diverse endgame modes that are challenging and rewarding, suggesting a different approach to game design.
- ๐ซ The new endgame mode in Genshin Impact was seen as frustrating for both new and veteran players due to its limitations and lack of strategic depth.
- ๐ฒ The success of endgame modes like the Roglight in Withering Waves shows the potential for unique, randomized experiences that can cater to a wide range of players.
- ๐ฅ World Elite mobs and Holograms in Withering Waves provide a challenging and rewarding experience, with achievements and loot as incentives.
- ๐ The contrast between Genshin Impact's and Honkai Star Rail's endgame content highlights the importance of variety and player engagement in game design.
- ๐ก The script questions the decision-making behind Genshin Impact's new endgame mode, suggesting a lack of understanding or disregard for what players find enjoyable and challenging.
Q & A
What is the general cycle of core mechanics in endgame content for games?
-In general, endgame content in games involves a cycle where core mechanics are exploited. Players progress through a main story or concept, and once completed, the focus shifts to replayability and additional content that extends the gameplay experience.
How does the investment in gacha games typically affect the player's progression?
-In most gacha games, players can either buy their way into power or play long enough to progress and get stronger. The longer a player invests time in a gacha game, the further they can advance and the more powerful their characters become.
What is the role of endgame content in gacha games with respect to character investment?
-Endgame content in gacha games serves as a mode that allows players to utilize the characters they have invested time and resources into, providing a purpose for the power and abilities these characters have gained.
Why do some players feel that certain characters in Genshin Impact make the game too easy?
-Some characters in Genshin Impact, particularly those at C2 or higher constellation levels, have been designed to be so powerful that they can easily clear endgame content, which can make the game feel too easy and reduce the challenge for players.
What is the issue with the Abyss timer in Genshin Impact and how does it relate to player investment?
-The Abyss in Genshin Impact has a timer of 3 minutes, and there are no extra rewards for clearing it faster. This means that players who invest heavily in powerful characters can finish the content quickly, reducing the time they need to spend playing the game.
What is the Imaginarium Theater and how does it relate to the endgame content in Genshin Impact?
-The Imaginarium Theater is a new endgame mode introduced in Genshin Impact that is supposed to offer a challenge for players and utilize their powerful characters. However, it has been criticized for not living up to expectations.
How does the new endgame mode in Genshin Impact compare to the existing Spiral Abyss?
-The new endgame mode, the Imaginarium Theater, was expected to offer a fresh challenge for players, unlike the Spiral Abyss which has become trivial for many due to the power levels of characters and the length of time players have been playing the game.
What are some of the limitations and rules that Genshin Impact has implemented in the Imaginarium Theater that have been criticized?
-The Imaginarium Theater has specific limitations such as only allowing certain elements, level 70 plus characters, and each character can only be used twice. These rules have been criticized for being too restrictive and not offering the flexibility or fun that players expect from endgame content.
What is the concept of a 'rogue-lite' mode and how does it differ from the new endgame mode in Genshin Impact?
-A 'rogue-lite' mode is a game mode that is unique every time it is played, with characters evolving based on real-time choices. This differs from the new endgame mode in Genshin Impact, which has been criticized for its repetitive and restrictive nature.
How does the endgame content in Honkai Star Rail compare to Genshin Impact's Imaginarium Theater?
-Honkai Star Rail offers multiple endgame modes, each with unique challenges and strategies, providing a diverse and rewarding experience for players. In contrast, Genshin Impact's Imaginarium Theater has been criticized for its lack of innovation and challenge.
Outlines
๐น๏ธ Gacha Game Endgame Dynamics and Player Investment
This paragraph discusses the concept of endgame content in gacha games, where players progress beyond the main story and seek replayability and continued engagement. It highlights the dilemma of power scaling, where players can either pay or invest significant time to become powerful. The speaker, V Enigma, introduces the topic of how endgame should be approached, using Genshin Impact and Withering Wave as case studies. The paragraph emphasizes the impact of certain characters and constellations that trivialize endgame content, leading to debates on game balance and fun. It also touches on the diminishing returns of investment in gacha games and the need for challenging endgame modes that utilize player's powerful characters.
๐ฎ Comparing Endgame Modes in Genshin Impact and Honkai Star Rail
The second paragraph compares the endgame modes of Genshin Impact with those in Honkai Star Rail, a sister game. It criticizes Genshin Impact's new endgame mode, the Imaginarium Theater, for its lack of challenge and innovation, contrasting it with the more engaging and diverse modes in Honkai Star Rail. The speaker points out that Genshin Impact's mode feels more like a high score chase with restrictive rules, rather than a fresh and challenging experience. The paragraph also discusses the difficulty in balancing player experience between 'whales' (players who spend heavily) and new or casual players, and how Honkai Star Rail manages this better with its modes that rely on strategy and team composition over character power alone.
๐ The Elusive Realm and the Quest for Engaging Endgame Content
In the final paragraph, the speaker expresses disappointment with Genshin Impact's approach to endgame content, suggesting that it lacks the creativity and variety seen in Honkai Star Rail. They propose that the elusive realm in Genshin Impact, which offers unique combat experiences and character upgrades, could have been a model for more engaging endgame content. The speaker also criticizes the game's decision to stick to arena-based modes instead of utilizing the open-world setting for more dynamic gameplay. They conclude by questioning the game developers' understanding of gaming concepts and their decision-making process, and they call for a more thoughtful approach to endgame content that provides a sense of accomplishment and continued enjoyment.
Mindmap
Keywords
๐กEndgame Content
๐กGacha Games
๐กReplayability
๐กC2 Characters
๐กGenin Impact
๐กIlluminarum Theater
๐กHonai Star Rail
๐กC6 Constellations
๐กAbyss Timer
๐กRog Lite Mode
๐กElusive Realm
Highlights
Endgame content in games usually involves a cycle of core mechanics exploited after the main story is completed.
Gacha games often allow players to buy their way into power or progress over time to get stronger.
In games like 'Withering Waves', leveling up characters and equipping them with the best gear can make gameplay significantly easier.
Investment in gacha games can lead to a point where the cost outweighs the enjoyment, necessitating endgame modes to utilize invested characters.
The introduction of 'Genin Impact' and its approach to endgame content is critiqued for making the game too easy with certain characters.
Certain characters in 'Genin Impact', when upgraded to C2, can trivialize endgame content, reducing the challenge and fun for some players.
High-cost characters with powerful constellations can make games feel less challenging and potentially less fun due to the ease of progression.
The 'Imaginarium Theater' was introduced as a new endgame mode in 'Genin Impact', but it was criticized for not offering a fresh challenge.
The new endgame mode in 'Genin Impact' has strict rules that limit character usage and rely heavily on buffs, which some players find frustrating.
The 'Simulated Universe' mode in 'Honai Star Rail' offers a more engaging endgame experience with strategic buffs and team building.
The 'Rog light' mode in 'Withering Waves' is praised for its unique, randomized challenges that evolve with player choices.
The 'Holograms' and 'World Elite mobs' in 'Withering Waves' provide challenging endgame content that requires learning boss patterns and strategic play.
The 'Elusive Realm' in 'Withering Waves' offers a dynamic combat system with unique scenarios and characters, enhancing endgame variety.
The speaker questions the decision-making behind the new endgame mode in 'Genin Impact', comparing it unfavorably to the variety in 'Honai Star Rail'.
The lack of innovation in 'Genin Impact's new endgame mode is criticized, with the speaker suggesting it was a lazy approach to appeasing players.
Hoyo's response to player concerns about the new endgame mode in 'Genin Impact' is mentioned as a positive step, but the speaker feels it's too late.
The video concludes with the speaker expressing disappointment in the new endgame mode and a desire for more engaging content similar to 'Honai Star Rail'.
Transcripts
what is endgame content games in general
have a cycle of core mechanics exploited
during the gameplay experience they are
known for having a main concept or story
and once you've beaten that main story
then the question becomes what
replayability exist in this game many
games are just so fun that you want to
keep playing them so the developers will
create some sort of endgame but this is
a bit different for most gacha games for
most gacha games you can bu your way
into power or simply play long enough to
make it the longer you play a gacha game
the further along you can progress and
get stronger even in withering waves if
you level up your Chia to level 90 give
her the best Echo gear and a decent
weapon she can really put in work there
becomes a level in most gacha games
where the investment per dollar inserted
outweighs what you get out of the game
they requires a mode to actually use
these characters that you've invested so
much time into so let's address the
question what is endgame I'm V Enigma
and I'll be addressing exactly how
endgame should be approached and how
genin impact failed or withering wave
succeeded let's talk about genin impact
for example certain characters just make
the game easy that's just the sad truth
of the matter all character upgrades
were not created equally C2 aaka C2
Ryden C2 nahita C2 finina C2 nuet C2
arlino notice an on going Trend here if
you have even two of these characters
that I just mentioned you'll be able to
make a diverse team with each of them
and clear all endgame content that genin
impact has to offer if you even consider
these game modes endgame this means that
there's a price tag to the minimal
investment to have an easy time in genin
impact of course you don't need to do
any of this or buy into any
constellations and you can just beat the
game as a few purely free-to-play player
but this will require a sound strategy
good team building and a decent amount
of knowledge about the game's mechanics
and certain gimmicks some of these C2
characters need their signature weapon
some don't but the truth of the matter
is these specific constellations make
the character mile stronger than they
already were and it will allow them to
steamroll content left right and Center
that's just if you have one of these
characters imagine if you have a full
team of C2 characters and imag Imaginee
if you just have one busted C6 character
with a whale C6 shha you can even make
aloy clear the abyss with one burst per
boss the power behind certain
constellations can be astounding more
and more characters coming out with
stronger C6 constellations that make the
game trivial now fun is an aspect that
is different per player but many argue
that C6 constellations for characters
like Elon finina and nette just take the
fun out of the game they can unleash
such power in such a short amount of
time that it doesn't feel like there's a
challenge to the game anymore I don't
want to go directly into the schematics
about what is considered fun but if you
spend $1,000 on a character then you can
expect to be able to use that character
fully in at least certain aspects of the
game The Abyss timer is 3 minutes if you
clear it any faster you don't get any
extra rewards so now you can clear the
abyss in 30 seconds rather than than 3
minutes what that means is that you've
just reduced the amount of time that you
have to play the game sure it can be a
blast the first few times that you do
use the character even for the first
week even for the first month but will
it just get boring after some time if
you just go in Kill the Boss move on and
then just stop playing the game because
there's nothing else to do wouldn't it
be great if you'd be able to take on
tough bosses that let you fully utilize
your power that you spent your
hard-earned Primo gems on or money does
this mean you're literally paying to not
play the game at this point let's return
to the topic at hand what is endgame
hooe released a new endgame and dubbed
it the Imaginarium theater this is a new
game mode that will have the shared
rewards with the spiral abyss and offer
a new mode that is considered to be
endgame the spiral Abyss has the
strongest enemies in the game but
through the power of wailing or just
playing the the game for long enough to
actually trivialize all of the concepts
it becomes trivial you would think a new
end game would offer a challenge for the
players it has been 4 years of the
player base asking for it so finally we
will get something to really push our
beloved characters to the Limit well
that was a wish that was just never
meant to be the new endgame mode could
have been a concept that lets you use
your most powerful character to face an
actual challenge which can be
implemented in many way ways while I do
believe it can be difficult to balance a
player experience between a giga whale
and a new player but what's hilarious is
this is easily done in their sister game
honai Star ra the simulated Universe has
two additional game modes which offers
Buffs strategies to abuse and it's very
fun and I actually really enjoyed it
it's extremely difficult in the higher
levels and you are more reliant on
picking the right Buffs and crafting a
good team than the actual characters
power while it's clearable without
whaling if you are a whale and you spent
a lot of money on your characters to get
them to a high level you'll have a much
more diverse experience and you'll have
an edge when clearing this content you
won't have to specifically craft your
characters in a certain way using the
Buffs but you have a little more freedom
to kind of do what you want there they
aren't forced to abuse the buffing
system as they could just go with their
E6 character for a further advantage and
on top of that they'll be able to get
rewards for clearing higher levels there
are hardly any complaints with this game
mode as it is very challenging and
rewarding when you clear it and it just
offers a new Fresh experience but genin
didn't Implement that so surely they
added another game mode right like an
endless monster Killing Spree with a
high score the where it gets more and
more difficult the further you go or a
Boss Rush where the bosses are much
tougher and require some thought to
actually beat or literally any of their
previous babot events that actually let
you bring in Co-op players to take on
hard bosses allowing you to take on
debuffs for a more diverse and rewarding
experience nope none of that happened
instead they implemented rules you can
only use these elements you can only use
level 70 plus characters and you can
only use each character twice man it
wouldn't be a hoyo game without their
stipulations and rules not only that but
the Buffs given to this game mode are
just horrendous nothing changes how fun
a character is and it simply Buffs like
in the abyss but somehow worse because
of these rules that were added it is
both frustrating for season day one
players and those who actually just
started the game because season day one
players can just steamroll through it
and it doesn't even matter what you give
them it's just that easy or you won't
even be able to play it if you don't
have at least 12 of these characters
built like they found a way to piss off
both sides sides which is an amazing
feat to be honest now as I said earlier
it is hard to appease both whales and
the casuals but that's why a Rog light
mode is the best game mode that a
developer can introduce it's a random
dungeon light concept that is unique
every time and it evolves the characters
to your real time choices you will never
truly have the same two runs twice and
you can play a character in such a
unique way you can add in unique Easter
eggs unique Concepts like the actual
limit to this is endless this is one of
the many endgame options that curo games
gives players in withering waves and the
crazy thing is you don't even have to be
in the end game as they give you the
trial characters and the buffets you
receive from playing this mode are
insane insane enough to the point where
you can clear it with those Tri
characters they updated 1.1 to offer
more unique scenarios and the characters
have upgrades for you to choose from and
there specific Echoes for differing play
styles overall it's just a good sign not
only that but it updates once every
update so each time that you actually
play it with a new update there's going
to be new characters new Concepts a new
theme overall and to make things worse
weaker and lesser used characters have a
chance to shine in this game mode what
if I told you that baiji is the
strongest character in this mode with a
certain setup and that tchi is actually
able to clear the highest mode with ease
well if you get the right bucks that is
the fun and flexibility of this mode is
insane as even if you're fresh in the
game they give you trial characters to
use from so you can have fun either way
as I mentioned earlier in addition to
that the other endgame mode are the
Holograms I don't know if this is going
to be a cakewalk when they actually
introduce Union level 60 and you'll be
able to get your characters to level 90
but either way these bosses do require
you to learn their boss patterns to beat
them or you could just nuke them down if
you're lucky to dodge all to their one
hit k
but another thing that was added are
World Elite mobs these mobs are level
100 in glowing red letting you know just
how powerful they are immediately you'll
randomly come across them when actually
playing the game or exploring new areas
and they are on the same level of
difficulty as the Holograms that you
face you will get an achievement for
killing them as well as a guaranteed
echo which means that you probably want
to do it and there is no greater feeling
than beating one of these monsters even
if you took you anywhere between 1 hour
and 10 days I have faith that Kuro game
will unleash more endgame modes once we
actually get to a higher Union level and
even if they don't we still have the
elusive realm to fall back on every
update we can experience a unique Road
likee combat system with new characters
that we don't even have to pull for this
makes you wonder why couldn't genin do
the same I am 100% sure that they would
have gotten a much better reception if
they added a new mode that lets the
players get unique upgrades and unlock a
unique Concepts even in the elusive
realm you can just instantly unlock
further sequences to actually buff the
characters they could have easily
literally just copy and pasted the abyss
but this time with each floor upgrade
you get unique upgrades for the
characters you unlock constellations it
will just let you at least try new
things with new characters honestly I am
also so tired of the circular Amina to
fight monsters even wther Ring's elusive
realm feels more alive there's even in a
game mode where you have to swap between
two battlefields to protect the monolith
thing after all it's an open world game
why restrict us to a mere arena for
every game mode it really makes me
wonder who is behind these decisions for
gench and impact and how ignorant they
can be to the concepts of gaming the new
endgame mode was so lazily done like who
even approved this meanwhile their
sister game honai Star rail has about
five endgame modes each being vastly
different now my star rail account isn't
as established as my genin account but
I'm pretty far up there as being an
endgame player the memory of chaos
floors I can clear normally but pure
fiction and the simulated Universe modes
yeah those are a pain for me to clear
but when I do clear it I feel a sense of
accomplishment when I play genin now and
clear yet another beating bag of a boss
I only feel emptiness at this
point anyway let me know what you all
think they say if it ain't broke don't
fix it but why did hoyo decide that this
pathetic excuse of endgame mode was
better than their already working
Concepts introducing honai star rail or
maybe they decided that nothing was
broken and they can just push out
whatever nonsense that they actually
want players to use was this just a lazy
tactic to App please players or do they
really just not know what they're doing
anymore they have actually made a post
regarding the concerns with this new
game mode and this is the first time
that hoyo has responded in like 2 to 3
years so
I mean that's a plus but at this point
the ship is sailed and hoyo just so to
answer the question what is endgame it's
short as H get you did go ahead and
consider hitting that like button if you
enjoyed this video and also go ahead and
check this video out to see exactly what
happened to the chronicle wish Banner
until next time enigma out
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