I hate the story progression/structure of WRPG's

daze23

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then you miss out on the much needed experience points, upgrades, etc

like others have said, other games manage to do this flawlessly
not really, since these games tend to be designed so you can get enough xp by just doing the main quest. when you do all the side content you end up OP'ed... and then people complain about that
 

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what people are saying, is the games are set up so it's impossible to role play

the most important of ALL things would be saving the world, saving your child, going after the main guy


while on the way to doing that... who in their fukking right mind is taking time to save people from a ghost, find the hidden gem, help the random stranger find her husband, save every little town on the way


no.... nobody would...



games should incorporate side missions INTO the main point... you are going after your son... the bartender needs help finding fur... but he also has the hidden piece you need to find your son... so THAT is the reason you do that side mission



if i'm really role playing.. i'd beat the main mission first and then the side shyt after the world is saved... but 99% of the side mission should magically disappear after i save the world anyway right?


basically the side missions should be unlocked by the main missions...


mission 1 complete

10 side missions open up

mission 2 unlocks only after completing those 10 side missions, which leads up to mission 2

mission 2 complete

30 side missions open up that directly are the cause of mission 2, which leads up to mission 3


etc etc


instead we get

mission 1 complete


368 side missions open up... none having to do with main mission
giphy.gif



Agreed :francis: ....as mentioned in the initial post.




I feel like both Bethesda and Bioware started with the basic pen and paper AD&D then went two ways.
1. Bioware focused on combat rule sets and being a digital DM"Dungeon master" making campaigns(stories) for players to slog through.
2. Bethesda focused on the more abstract idea of choices/openness trying to digitize that aspect by throwing a bunch of options at the proverbial wall. So that players have the range of choices inherent to playing by pen & paper ....but now on the computer.

So maybe their(Bethesda) case *and developers like them* ......is of being a shytty "DM" :ehh::yeshrug:


 

daze23

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"I've been playing for 20+ hours and haven't touched the main quest" :win:

....

"this game is getting boring and repetitive" :ld:
 

MMS

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how is MGS NOT a RPG :skip:

all of them are RPGs for that matter, the theme is stealth but its still an RPG

you start small, build your character (items/weapons), generally follow a linear path(not including 5), normal plot building story, end with climax of fighting the main antagonist

what makes that different than any other RPG? is it cause it has guns?
 

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how is MGS NOT a RPG :skip:

all of them are RPGs for that matter, the theme is stealth but its still an RPG

you start small, build your character (items/weapons), generally follow a linear path(not including 5), normal plot building story, end with climax of fighting the main antagonist

what makes that different than any other RPG? is it cause it has guns?
Well in that you don't have to rank up your character at all to play the game normally. In RPGs, stats matter.
 

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Well in that you don't have to rank up your character at all to play the game normally. In RPGs, stats matter.
i would disagree

MGS1: After each boss fight you get: health bar increase as well as access to new items (new character tier)
MGS2-3: also follow
MGS4: As you collect "drebin points" you unlock new item tiers
MGS5: As you expand mother base you unlock new item tiers which can only be expanded by finishing missions and extracting enemies items from the field (classic rpg grinding)

it just does the same thing in a different way :cacwot: i realize the tried and true "Strength, dexterity, etc" but there are many rpgs that have character development just not in the classical sense
 

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Metal Gear Solid is an "RPG" in the most rudimentary sense.

It's an action/stealth game first and foremost, I'd say "MGS" fits the necessary
taking on of RPG elements that's hit a lot of games in recent years.
 

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how is MGS NOT a RPG :skip:

all of them are RPGs for that matter, the theme is stealth but its still an RPG

you start small, build your character (items/weapons), generally follow a linear path(not including 5), normal plot building story, end with climax of fighting the main antagonist

what makes that different than any other RPG? is it cause it has guns?
Is tomb raider an RPG too because you level up and get new skills? Are fps shooters really RPGs because you level up and get new powers/weapons?

Nah, these are just games with RPG elements. There's a difference.
 

MMS

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Is tomb raider an RPG too because you level up and get new skills? Are fps shooters really RPGs because you level up and get new powers/weapons?

Nah, these are just games with RPG elements. There's a difference.
the big difference between an action adventure and an RPG as far as im concerned is story

if your character decisions change the narrative in anyway its an RPG

thats by definition, but that line is blurred as many games are deeper than the old days
 

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help a bartender collect some fur

You stopped and talked to him, that's YOUR fault. :troll:

Not his fault he's the only one who has a weapon strong enough to defeat the world ending villain. How many pickled vagina labias are you willing to collect from Mottled Troll Matriarchs to make it worth his while though? :troll:
 

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The narrative and the structure of open world games always have a huge disconnect that makes 0 sense in the context of the world.

Its a huge glaring flaw in the way theyre designed.

The worlds about to end they need my help urgently :ohhh:


But first let me collect 250 orbs and help a bartender collect some fur. shyt is downright stupid.:mjlol:

Come on breh. The problem is your imagination. You just dont know how to role play to make collecting orbs fun. :troll:

Who cares that theirs only slight variation in the tasks and theyre nothing more than busy work to time pad. Role play breh. :troll: you can be a guy that likes doing menial tasks for small amounts of money.


Why complain about doing checklists made by lazy game design. Just role play and imagine youre playing a fun game. :troll:

You stopped and talked to him, that's YOUR fault. :troll:

Not his fault he's the only one who has a weapon strong enough to defeat the world ending villain. How many pickled vagina labias are you willing to collect from Mottled Troll Matriarchs to make it worth his while though? :troll:


Bruh :mjlol: .....yall boys going all the way in :russ: I'm over here like :deadmanny: ..............:whew:
 

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I hate the story progression/structure of WRPG's (Part 2: The Dungeon Crawl)

GOOD:
Choose your own path
Knights of the old republic, mass effect, Deus ex, etc.

BAD:
Story Integration (already covered)
Elder scrolls, Fallout, and similar titles

Dungeon crawling (Lets go in!)
(Diablo, dungeon siege, eairly bioware D&D titles, Champions of Norrath, Baldur's Gate, etc)



This topic has made me think of another aspect of WRPG that hit me....:jbhmm:

DCCRPGlogo-300.gif


:what:
2-hour-dungeon-crawl-10.gif
:what:



Formal Complaint:
Of the Western rpg dungeon crawlers I've played. The story isn't really integrated into the game it's basically a bookend, they feel like action games rather then rpg games:ld:
It feels like a glorified version of gauntlet, you enter a dungeon and some ass hat at the back:stopitslime: opens the "monster spigot" and you fight every drop of monster that comes out .........:damn:


Now to be fair: :whoa:
Some of these games are admittedly more concerned about the long term co-op, "loot" balance, & PvP aspects then a story people may pay attention to once, with subsequent play through's mainly for better "loot". Also I can think of plenty of non western rpgs that are dungeon crawls and the most obvious cousin is the old random battle system. I've played many a game where dem hoes come every 4 steps ...no literally, you can watch the sprite and count the animation frames. At least WRPG's dungeon crawls do a decent job of presenting an arc of the world; making it feel like the world is under some kind of process that's causing the hoards of monsters.


Conclusion::whoo:
WRPG dungeon crawls feel like Dynasty Warriors
its_lu_bu_by_ronnoc01-d59gzwt.jpg
with town hubs, and a dialog tree. But at least they don't pretend Dynasty Warriors is an rpg cause the story integration in WRPG dungeon crawls are only a little better then DW. When playing other games with dungeon crawl elements at least you can expect them to weave story related situations into it. Be it a character geting lost, the party being broken up by some event and they have to find their way back, a chase/escape sequence, etc. Even with random battles they can sometimes add story sequences/events within the actual random battle itself. Be it dialog during battle, enemy targeting one character because of something in the story arc, a character getting robbed(which causes you to find the thief later), etc. The story in WRPG dungeon crawls suffer because their focus is geared toward "Feat +2 performance festivals" to see what kind of epic color swap sword +10 "loot" drop I get :krs::flabbynsick:


:manny::francis:


photo-original.jpg
:umad:




:stopitslime::childplease:......................................:snoop:
 
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