I hate the story progression/structure of WRPG's

rapbeats

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i'm not even that into RPG's like that. But one thing i know for sure is what someone said above with these open world games. the games are designed to have the entire world waiting on your every move.
like they are frozen until you make the next move. then they move accordingly. then freeze again. then you make another choice by doing X, Y or , Z. and they move again. then stop and freeze until you make the next move. sure these things are happening behind the scene but. if you want to make something really dynamic in a real world sense. you need to create a world where the player isnt necessarily the Constant, or the force that moves all other programming. You should be apart of a whole.

for instance. lets say there is war going on between 3 factions, and you are apart of another faction(big or very small or even on your own(ninja) you're a faction to some degree. The 3 other factions should be going about their business as usual. setting up their plans for global take over or whatever their plans may be. but doing so on an extreme front where its noticeable by you the player. that almost forces your hand to jump into the battle. now the question is depending on how each factions operates will help you decide which angle you are going to jump into this equation. Then things you do obviously affect what others are doing. but you are not the main character. you are one of many. you can make yourself the main character if you climb to the top of the food chain so to speak.

ex. in real life. if i'm a low level corner dealer. no one cares about me. if i own a block only a few care about me. when i own BLOCKS then others care about me. when i own an entire town/city. now i got the law on y tail something fierce(the law is a faction). i also have big boy enemies as well as little boy enemies trying to come at me. while also having others trying to side with me depending on how strong i am, how cunning they are(strategic vs just being all about war). you've seen bits and pieces of stuff like this in all sorts of games. but never where YOU are not the main character driving everything.

or never where its not a predetermined outcome.

You want a game to last forever. set a game up like that with no real end game. the obvious end game is to get on top, OR take all the bad guys down... But if the game never ends. you never remain on top without a serious fight. you never keep the city safe forever if you're on the otherside. there's always a constant and living world when YOU are not the MAIN character with a predestined out come.
 

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my point being is I don't see how Deus Ex is an RPG just because there are quests and experience points it's stealth game and you don't control a party of characters. It has RPG elements but not enough for me to call it an RPG.

:whoo:Oh I agree, Deus ex from the very beginning around 2000-2001 was always billed as an RPG. The fact that it's a 1st person shooter is simply it's method of presentation. :francis:

:jbhmm: I'm thinking more on the fact that around the snes - ps1 era they started merging "RPG elements" into everything up to and including racing games. I guess i'm thinking about where that line is drawn .....or rather, what elements have to be present and in what particular construction for a game to be labeled an "RPG".

:patrice::manny: ............:takedat:
 

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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:

"I just followed a guide to max my smithing and enchanting so I could craft this incredibly powerful weapon" :win:

....

"the game is too easy. I'm one-shotting everyone" :ld:

:mjlol:







:jbhmm:
That's something that annoyed me about some Metal gear solid players, when you have people complaining the game is to easy because they just ran through shooting people.
I'm like the game says "tactical action game" I.E. You can approach each encounter with your choice of tactics from the given tool set. If you choose to "contra" your way through the game that's on you. :yeshrug: ...wrong konami game :francis:
 

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i'm not even that into RPG's like that. But one thing i know for sure is what someone said above with these open world games. the games are designed to have the entire world waiting on your every move.
like they are frozen until you make the next move. then they move accordingly. then freeze again. then you make another choice by doing X, Y or , Z. and they move again. then stop and freeze until you make the next move. sure these things are happening behind the scene but. if you want to make something really dynamic in a real world sense. you need to create a world where the player isnt necessarily the Constant, or the force that moves all other programming. You should be apart of a whole.

for instance. lets say there is war going on between 3 factions, and you are apart of another faction(big or very small or even on your own(ninja) you're a faction to some degree. The 3 other factions should be going about their business as usual. setting up their plans for global take over or whatever their plans may be. but doing so on an extreme front where its noticeable by you the player. that almost forces your hand to jump into the battle. now the question is depending on how each factions operates will help you decide which angle you are going to jump into this equation. Then things you do obviously affect what others are doing. but you are not the main character. you are one of many. you can make yourself the main character if you climb to the top of the food chain so to speak.

ex. in real life. if i'm a low level corner dealer. no one cares about me. if i own a block only a few care about me. when i own BLOCKS then others care about me. when i own an entire town/city. now i got the law on y tail something fierce(the law is a faction). i also have big boy enemies as well as little boy enemies trying to come at me. while also having others trying to side with me depending on how strong i am, how cunning they are(strategic vs just being all about war). you've seen bits and pieces of stuff like this in all sorts of games. but never where YOU are not the main character driving everything.

or never where its not a predetermined outcome.

You want a game to last forever. set a game up like that with no real end game. the obvious end game is to get on top, OR take all the bad guys down... But if the game never ends. you never remain on top without a serious fight. you never keep the city safe forever if you're on the otherside. there's always a constant and living world when YOU are not the MAIN character with a predestined out come.

That's basically a real time strategy game where you control one character instead of an army ...sorta like a single player "dust 514" :patrice:
 

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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:
When I saw this image a minute ago that quote immediately came to mind :pachaha:
10390556_197131403969238_7328589597085315655_n.jpg

 

NZA

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westerners favor freedom, japanese favor linearity

freedom does allow you to take more ownership of what you are doing. by the time the game is over, you feel like it was you who really did that.

linearity is more dramatic. by the time the game is over, you feel like you experienced a great story.

i like them both for those reasons.
 

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In terms of gameplay and narrative structure, Mass Effect has more in common with Chrono Trigger than Elder Scrolls.
 

StatUS

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In terms of gameplay and narrative structure, Mass Effect has more in common with Chrono Trigger than Elder Scrolls.
That's why I'm not getting the Mass Effect hate in here. It's one thing to knock Bethesda but Bioware's RPGs aren't really open world just more based on choice. Andromeda of course is gonna be open world but nobody has played it yet.
 
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