j-e-f-f-e-r-s post=9.68481.631116 said:
We need to start getting some fucking artistry into games, that's what we need to do. Instead of having a generic good ending and a generic bad ending, why not start showing more shades of grey? Why not have your character try to do the good thing at the end of the game, yet in doing so causing even more harm. Or rather than having your evil character mwa-ha-ha off into the sunset, why not show him becoming psychologically fractured from being so evil and corrupted. Instead of making good and evil endings the polar opposite of each other, why not introduce themes and motifs that recur in both? Why not have evil kings, trapped princesses and crusading knights with some actual depth and motivation? Is it really that difficult?
Also, more stats do not mean more freedom! Stats were good for pen and paper RPGs where the only thing to keep the game going was your stats sheet and your imagination. This, however, is meant to be the 'next generation'. Everything is presented in Hi-Definition, Surround Sound, Anti-Aliased, High Quality Texture 350,000 fucking colour splendour. Why are we still clinging to a system that was never meant to be anything more than a guideline to stop our D&D imaginations running away with us?
In my opinion, this guy is right on the money in terms of RP morality, the problem with a few of the slightly older RPGs (Kotor, Jade Empire, etc.) is that they offered very little in terms of moral choice. Often it the choice was either help the old widow earn some money or poison her last surviving son, I loved Kotor 2 despite the vast plot holes leading to an incredibly confusing story, what I loved was that not only did all your party members have their own senses of morality, you could also have an instance where a doing a good deed ultimately lead to bad consequences. I want to point the finger at Bioshock, which, albeit had a great story and well-done gameplay, offered absolutely no choice between being the reincarnation of Mother Teresa and literal child-killing. The Witcher offed the problem of a shallow morality system by including far more gray, in one quest you had to take the side of either the townspeople, many of whom had skeletons in their closet, including a rapist, and a witch who had sold a poison used in a suicide, that kind of difficult decision is what RPG players need. I also have a list of ideas to improve RPGs in general.
1. Writer variety, an earlier poster had this idea and I agree, it is interesting to have more than one person on the writing team because it is refreshing to have multiple writing styles at play rather than the same person writing everything.
2. Quest variety, especially among MMOs, this is a serious problem. A ridiculous percentage of quests in RPGs are either "Kill X amount of X and bring me X" I now consider quests that involve something like "Convince the man not to steal the jewel" as a priveledge, when they should be a right.
3. Balance linearity with sandbox gameplay
Games can indeed be too linear, some games, such as Vikings: Battle for Asgard, tried to encourage exploration but failed to amply reward the player, although exploring new lands and fighting new enemies is fun, players need to be given an enchanted weapon for their efforts. Two Worlds not only encouraged exploration, it forced it, level scaling was nonexistent, for this reason you would need a serious amount of questing and leveling before you could hope to confront the main quest, Unfortunately, the idea only sounded good on paper and in practice turned out to create a disjointed and aimless feel to the game. In my opinion, I much prefer Oblivion's approach, although it felt a bit unrealistic for a simple escaped prisoner with a rusty sword to stop an army of demons as well as the cult that worshiped them, I liked that the level scaling made questing feel like an option rather than a necessity, Oblivion's quest, although fairly compelling, started well before beginning a downward spiral into a series of the ever-annoying "fetch me these" quests and then slowly climbing back up . Mass Effect was good at balancing the main quest with side quests because occasionally you would need to undertake minor quests before you could progress with the main quest.
4. Dynamic worlds
Most games in which I wipe out a cave full of bandits mean that I can come back a few hours later and find them all right back there sipping ale and making smalltalk like nobody's business, but I do think that the Two Worlds approach was wrong, I would rather return to a cave and kill the same orcs repeatedly rather than fight boredom in a desolate wasteland. I prefer a dynamic, changing world. Although it is more difficult to do then recycling the same orcs over and over, maybe they could change it up, bandits replace the orcs, and then after that a small group of rogue mages. I find that it is rewarding when I'm given the choice to open the city gates during a siege, have the invaders rush in, and come back later to see that the invaders have burned the city to the ground and a small camp of refugees is located nearby, or I could have defended the city and stopped that whole chain of events.