In this show, we discuss if RPGs have grown up with their audience, agree Han shot first, and ponder if Nook is a serial killer.
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http://www.linkantilles.com/podcasts/caagamecast/Gamecast_53_04-18-09.mp3
I guess I need some elaboration on what do you mean by integrally involved in those games. Because I have the exact opposite impression, that I have no sense of being involved in their narrative at all. Gameplay-wise I only really provide brains for the characters in battle and asking for the next line of pre-determined dialog. Story-wise, they usually do not explore substantive themes/subjects sufficiently to engage my brain, or explore any of the conflicts to engage my sympathy, or give me characters that I can relate in a meaningful way to my experiences.uc pseudonym (post: 1306054) wrote:At the same time, I've realized what I like about FF and clones: the sense of being integrally involved with a narrative.
I am not sure if I expressed this clearly in the recording. My issue is not necessarily whether a character is young or even stupid. It is the developers presenting a justification for their major presence in the game to the satisfaction of my adult mind.uc pseudonym wrote:Though I appreciate many things about western RPGs, I think the reason I've tended toward eastern is the lack of this. BGII has a fascinating storyline, but only for 10%]While I have not played the Baldur's Gate series yet, I do know that in the Neverwinter Nights series that quite a bit of sidequests were nods to hardcore D&D fans. Since they are made by the same developers, I assume that may be the case in the BG games. Also Bioware and Obsidian (f.k.a. Black Isle) see their system of multiple moral choices to add replay value to their main plot. So some of their intended appeal is about replaying that small fascinating storyline a little differently and see what happens. It is not for everyone though.
One thing I like about Mask of the Betrayer is that a good amount of sidequests (or companion-driven quests) seem to reinforce some central/unique aspect of the storyline or major theme. I appreciated that since that is a sign of literary technique.uc pseudonym wrote:I'm fine with young characters... but not stupid ones.
Omega Amen (post: 1306104) wrote:While I have not played the Baldur's Gate series yet, I do know that in the Neverwinter Nights series that quite a bit of sidequests were nods to hardcore D&D fans.
Omega Amen wrote:I guess I need some elaboration on what do you mean by integrally involved in those games. Because I have the exact opposite impression, that I have no sense of being involved in their narrative at all. Gameplay-wise I only really provide brains for the characters in battle and asking for the next line of pre-determined dialog. Story-wise, they usually do not explore substantive themes/subjects sufficiently to engage my brain, or explore any of the conflicts to engage my sympathy, or give me characters that I can relate in a meaningful way to my experiences.
Omega Amen wrote:While I have not played the Baldur's Gate series yet, I do know that in the Neverwinter Nights series that quite a bit of sidequests were nods to hardcore D&D fans.
Omega Amen wrote:Also Bioware and Obsidian (f.k.a. Black Isle) see their system of multiple moral choices to add replay value to their main plot. So some of their intended appeal is about replaying that small fascinating storyline a little differently and see what happens. It is not for everyone though.
Omega Amen wrote:One thing I like about Mask of the Betrayer is that a good amount of sidequests (or companion-driven quests) seem to reinforce some central/unique aspect of the storyline or major theme. I appreciated that since that is a sign of literary technique.
Omega Amen wrote:I am not sure if I expressed this clearly in the recording. My issue is not necessarily whether a character is young or even stupid. It is the developers presenting a justification for their major presence in the game to the satisfaction of my adult mind.
Just to let you know, I did not find your post combative. I was just perplexed by your diction in your first post, and you have just addressed it.uc pseudonym (post: 1306218) wrote:I hope my post (and this one) didn't come off as combative. Just to be clear, I'm not necessarily advocating east or west, I'm just fairly disillusioned in general at the moment.
Hmmm... in your FFVII intro example there, I would say it is actually the quest format just not presented in an obvious fashion.uc pseudonym wrote:I didn't mean my actions were involved with the plot or that my mind was engaged. Rather, I meant that gameplay is integrally related to a plot that is not wholly dependent on player input. The opening of FFVII, for example, puts the player in the middle of an event. As you go through the essentially unbranching path, that event unfolds. I'd prefer that players could actually impact the situation, but I still find a static event more interesting than the usual quest format (get mission, go somewhere and do something, go back and get reward).
A comparable example is KotOR. I especially enjoyed the beginning, as you wake in the middle of the attack and start to figure out what's going on. But once you arrive on the first planet, it feels more like everything is sitting around waiting for me to engage it. Note that I'm not done with KotOR yet, so perhaps I am judging too early.
Yeah, they are tricking you. Because to have major changes in plot and develop all permutations well is nightmarish for video game development. It is a losing proposition as well. Why risk developing an alternate path that most likely a majority of players will not experience? From a business perspective, that sounds unwise.uc pseudonym wrote:I tend to reload a lot while playing Bioware games, simply because I'm interested in seeing all the possibilities. The level of agency they allow players to have in their games is without peer among major RPGs.
At the same time, I'm finding this model of game somewhat unsatisfying. For all the dialogue options players are given, very few of the choices have any real impact (at times even resulting in the same response). Or when they do, it is usually at the end of an event and doesn't have many consequences beyond some irrelevant NPC living or dying. I really feel as though I'm experiencing a linear story that makes attempts to trick me into thinking I play a role.
Omega Amen wrote:Joking aside, the common thread I see between your examples is that you were primarily occupied with getting a grasp of the nature of the situation thrown at you. You were actually fulfilling a quest, but at that moment, that was not on your mind. This is a presentation issue. In those examples, not everything was revealed to you from the start, and small revelations/twists were given at the right pace to keep you immersed in the game universe. This makes the act of fulfilling a quest less mundane... and "game-y."
Omega Amen wrote:Yeah, they are tricking you. Because to have major changes in plot and develop all permutations well is nightmarish for video game development. It is a losing proposition as well. Why risk developing an alternate path that most likely a majority of players will not experience? From a business perspective, that sounds unwise.
Omega Amen wrote:However, I do like how this choice/influence model was utilized in NWN2 by Obsidian. In the original campaign, the plot itself was not extraordinary, but your companions' interaction with your character and with each other based on your choices was a huge draw to me. It allows you to see the companions three-dimensionally and reveal interesting aspects of them that you could not experience without the ability to make choices on situations or your character.
Dude... you should play Persona 4 some time. Granted, I have not finish it yet, but I think this strange murder mystery might be appealing to you.uc pseudonym (post: 1306419) wrote:Perhaps the most important part to me is that the quest you are initially given is modified during its process. Even though any given set of requirements can be deconstructed into a set of quests, from the story perspective it is nice to have things interrupted occasionally. It feels more like a narrative instead of a set of hurdles that was tacked on for fun.
NWN2 simply does not look good on its lower settings, and that's a shame, honestly.uc pseudonym wrote:Naturally I can't comment on this specifically because I haven't played it. My computer meets the minimum specs for NWN2, but I suspect that wouldn't really be adequate.
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