this post was submitted on 03 Apr 2026
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I agree with your critiques of modern games, especially the part about floaty anticipation-based gameplay.
But I gotta disagree about Final Fantasy 1 being harder. It's not hard; it's just tedious. There's no beating it without grinding, and the grind is the same thing, over and over, with no variance. If tedium is your thing, great, but the biggest barrier to beating Final Fantasy 1 is boredom, and I don't think that's good game design in any decade.
So just to be clear, I'm not talking about difficulty in a fair game. Bubble Bobble is possibly my favorite NES game of all time, because even though it's stupid hard, the controls are so tight that every death is your own fault.
I also have nostalgia for these old games. I'd just never try to argue that they were better from a design standpoint. The industry has come a long way. Standards are higher, and the artform has grown.
Believe it or not, some people like grinding! There’s an element to grinding-based RPGs that you don’t really see anywhere else: the ability to tune the game’s difficulty level on the fly, through your own gameplay. If you’re stuck on a section of the game, you can decide to grind a lot until it’s trivially easy to pass, or you can grind less and try to push your luck.
FF1 is really nice for this because you can’t just save your game anywhere, you need to stay at an Inn in town or spend a tent/cabin/house to save on the world map. You can’t save your game in dungeons at all. This means your expedition into a dungeon must be completed in one go.
Since grinding is the way you make your party stronger (and hence the dungeon easier), you can decide how much grinding you want to do before taking a shot at the dungeon. If you mess up and the party gets wiped, well that’s too bad! This really does give the game a push your luck mechanic and allows you to try to conquer the dungeon with a minimal amount of grinding.
Later games in general tend to go out of their way to avoid this at all costs, with the exception of Soulslike games that I mentioned earlier (as well as Roguelikes, which I happen to be a huge fan of), because game developers are often quite afraid of players losing progress (and players have become accustomed to this).
Metroid is also like this. You can spend a lot of time grinding your energy back to full or you can push your luck and try to explore without getting hit. It’s a challenge that later games in the series heavily mitigated by providing abundant recharging stations.
Grinding can be fun. Grinding with a combat system as archaic as FF1 is unfun. There's not enough there to enter a flow state. Art is subjective, but that grind is as close to objectively boring as possible.