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Archived from groups: comp.sys.ibm.pc.games.rpg (More info?)
Xocyll bolted into comp.sys.ibm.pc.games.rpg, wreathed in wicked, white hot
flames, and screamed...
>I note you aren't listing all those CRPGs that fit YOUR definition.
>Is that because there aren't any? Or because they are a tiny minority of
>what the gaming public, game companies and media call CRPGs?
I thought Fallout did a pretty good job of giving you choices, with the
unfortunate exception that you couldn't strap on your power armor, nuke the
Overseer and free your people from his opressive little fishbowl.
Problem with Fallout is, if you dilligently stick to the main storyline, you
finish in 6 hours. This angers those with tunnelvision who say it's too short.
Others call it replay value. Point is, Real Roleplaying (TM) requires
incredible content density.
If you give gamers Real Choices (TM) and Real Alternate Storylines (TM) you
wind up with 2 DVD's worth of content and a 12 hour game. You have to write a
ton of content that will never be seen due to alignment or class choices. Maybe
if we're lucky they'll release "Dark Side Kotor III" and "Light Side Kotor III"
as separate releases, but I'm not holding my breath. If we're luckier, maybe
they'll write it so you can dual install and have the two games interlock to
provide a richer experience for those who want it. Once again, I'll be
breathing. Too much effort. Too much potential for failure. They're running a
business.
Neverwinter Nights attempted this modular, interlocking approach, but (and this
is a thread in itself) it didn't seem to work, IMO.
That seems to be the bottom line. There's no way to present a unified game, at
today's content expectations, that offers true radical philosophy choices like
good and evil *and* present a heroic character who has a grand destiny in which
his/her choices alter the fabric of reality. Either you're a free schmuck
working for those who know better, or you're the BMOC and few choices about
where your going. J.M. Straczynski would appreciate the irony.
Personally, I like the hybrid games (BG II is a popular example), but many
players are either too clueless to realize that you have to stab out on your
own, or they're too used to the typical CRPG to realize that they have such
choices in the first place.
When friends told me Anachronox made no sense, I had to explain to them that
the NPCs say different things if you talk to them more than once and that you
have to WRITE DOWN the side quests because only the main storyline shows up in
your automated journal. I realized at that point that the industry has dumbed
us down as much as the mass market has dumbed down the industry. Our
expectations are stopping us from having role playing experiences as much as
the games are.
And Anachronox is a linear-as-all-hell console-style game!
IMO, most CRPG'ers want spoon fed. Spoon fed sells. Baldur's Gate I was always
criticized for making it unclear where your next quest was, can you imagine the
complaints if a game insisted you determine the flow of the storyline on your
own initiative?
So, if you want your game to sell, as a developer you have to choose: Storyline
or Sandbox. It's seemingly impossible to do both and have the game sell well.
Those who like the sandbox get upset that the storyline requires them to move
in a predetermined direction, those who want to play an interactive story go
crazy in a sandbox. Those who want both are in the firm minority.
I think the industry has decided that it's better to do one thing well than do
both at the same time and have a poor seller because it gets misunderstood.
Mass marketed entertainment is not a place for risks.
(I agree with you, BTW. System Shock II felt like an RPG, even though it was
technically an FPS with an almost completely linear story. Deus Ex even more
so.)
--
Zag
I thought I could organize freedom, how very
Scandinavian of me. ...Björk
Xocyll bolted into comp.sys.ibm.pc.games.rpg, wreathed in wicked, white hot
flames, and screamed...
>I note you aren't listing all those CRPGs that fit YOUR definition.
>Is that because there aren't any? Or because they are a tiny minority of
>what the gaming public, game companies and media call CRPGs?
I thought Fallout did a pretty good job of giving you choices, with the
unfortunate exception that you couldn't strap on your power armor, nuke the
Overseer and free your people from his opressive little fishbowl.
Problem with Fallout is, if you dilligently stick to the main storyline, you
finish in 6 hours. This angers those with tunnelvision who say it's too short.
Others call it replay value. Point is, Real Roleplaying (TM) requires
incredible content density.
If you give gamers Real Choices (TM) and Real Alternate Storylines (TM) you
wind up with 2 DVD's worth of content and a 12 hour game. You have to write a
ton of content that will never be seen due to alignment or class choices. Maybe
if we're lucky they'll release "Dark Side Kotor III" and "Light Side Kotor III"
as separate releases, but I'm not holding my breath. If we're luckier, maybe
they'll write it so you can dual install and have the two games interlock to
provide a richer experience for those who want it. Once again, I'll be
breathing. Too much effort. Too much potential for failure. They're running a
business.
Neverwinter Nights attempted this modular, interlocking approach, but (and this
is a thread in itself) it didn't seem to work, IMO.
That seems to be the bottom line. There's no way to present a unified game, at
today's content expectations, that offers true radical philosophy choices like
good and evil *and* present a heroic character who has a grand destiny in which
his/her choices alter the fabric of reality. Either you're a free schmuck
working for those who know better, or you're the BMOC and few choices about
where your going. J.M. Straczynski would appreciate the irony.
Personally, I like the hybrid games (BG II is a popular example), but many
players are either too clueless to realize that you have to stab out on your
own, or they're too used to the typical CRPG to realize that they have such
choices in the first place.
When friends told me Anachronox made no sense, I had to explain to them that
the NPCs say different things if you talk to them more than once and that you
have to WRITE DOWN the side quests because only the main storyline shows up in
your automated journal. I realized at that point that the industry has dumbed
us down as much as the mass market has dumbed down the industry. Our
expectations are stopping us from having role playing experiences as much as
the games are.
And Anachronox is a linear-as-all-hell console-style game!
IMO, most CRPG'ers want spoon fed. Spoon fed sells. Baldur's Gate I was always
criticized for making it unclear where your next quest was, can you imagine the
complaints if a game insisted you determine the flow of the storyline on your
own initiative?
So, if you want your game to sell, as a developer you have to choose: Storyline
or Sandbox. It's seemingly impossible to do both and have the game sell well.
Those who like the sandbox get upset that the storyline requires them to move
in a predetermined direction, those who want to play an interactive story go
crazy in a sandbox. Those who want both are in the firm minority.
I think the industry has decided that it's better to do one thing well than do
both at the same time and have a poor seller because it gets misunderstood.
Mass marketed entertainment is not a place for risks.
(I agree with you, BTW. System Shock II felt like an RPG, even though it was
technically an FPS with an almost completely linear story. Deus Ex even more
so.)
--
Zag
I thought I could organize freedom, how very
Scandinavian of me. ...Björk