Treabar – Genshin Impact: Why Does Game Fun Decrease Over Time? Maps and Plot Are the Biggest Shortcomings.


It seems that like me, many are still immersed in the main storyline of the Fal’Crown quest, and the conclusion of the Nath version’s plot is quietly unfolding, yet I feel no joy from it. Many parts are forgettable, especially after the Nath version, the plot of Origin Story feels rather monotonous, gradually making me feel that playing Origin Story is less and less enjoyable. Have you felt the same way?
Firstly, the map design has become increasingly frustrating. From the beginning of the Mustard Seed version, there were complaints about the frustrating maps. Later, the developers introduced map layering to alleviate some pressure and make it easier for players to find their way around, but subsequently, the Fal’Crown version started to indulge itself, leading to increasingly abstract map designs that greatly increased the difficulty for players. Especially the current Whelpling’s Abode, which has set up three layers of maps, is driving players to their limits.
Of course, the frustrating map design might be to satisfy players’ exploration desires, and I can understand that. However, the decline in plot quality is unacceptable. Since the Nath version, I had expected the plot to improve, but the actual situation did not live up to my expectations. The Fal’Crown version still had a glimmer of brilliance, with F’nina being able to carry the entire plot, but the Nath version’s main storyline is now dull and lengthy, with some dialogues even lasting for several minutes.
The main storyline is terrible, and the character design is another issue. Many people noticed that since the Nath version, the number of登场characters has increased, but the actual characters that appear are very few. Many characters give the impression that they are being forced upon by the developers, and without the support of the Shield Beasts and Nath bosses, many characters might have already fallen apart. Few people play these characters, which seems to be a mistake made by the developers.
The most critical issue is the content. The current Origin Story, a large-world puzzle game, has begun to become more complex. Indeed, the rewards are more generous, but the problem is that the content is now scattered, no longer as saturated as before. The plot is scattered throughout the large world, with benefits of more coherent plotlines, but the ordinary players’ strength is insufficient to collect and investigate the plot.
Finally, the most lethal issue is the card pool attractiveness. The developers have introduced a strategy of strong five-star and weak four-star cards. You can see that in recent versions, if a character has any strength, four-star characters are often relegated to the sidelines, while characters with slightly lower training levels are constantly being placed in card pools, forcing players to draw cards. I was lucky enough to draw Ianisand, and then by chance, I drew Valesca from the next pool. You see, such a situation is truly unbearable for players.