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burgerstein said:
epicurean said:

I don't mind side quests if the objective is clear.  I just remember playing the newest Zelda on Wii and getting to the part where the guy kept pushing you off the cliff.  I spent an hour trying to figure how to get passed it (and that was the only way to continue).  Eventually I looked up the guide and you had to go two towns back and talk to the mayor and fight him...but there was no way whatsoever of knowing that.  So players are apparently just supposed to go talk to every single character in the game up until that point till they hit pay dirt.  I just don't see how that is fun.


Just gott say. When you leave the area where the Goron knocks you down, the Native Americna looking guy stops you and tells you exactly what to do. Also, in pretty much every Zelda since OoT there's a character with you at all times who will tell you what to do if you get stuck. I understand how you could not know to talk to Midna, but the other guy tells you exactly what to do and there's no way to avoid talking to him. I don't see why you'd lie about that so it's very confusing.

OT: People like to make choices, even if the choices are meaningless (hence dialogue trees with one result). Linear games limit the ability of the palyer to make choices. Genrally speaking ofcourse.

ugh  dialogue tree are useless, the story it's hurt alot for RPG i dont think giving player choice (and giving sex a reward) it's right thing to do, it damage the story, since it's so random, character never develop from what they went at the begining at much doign something "heroic" at the end

but you simply don't care about the character.

one game that have this and kinda failed it WKC, they add a user character but since the game it's story based, the character it's just there as add never do something important.

WRPG will never have a "sephiroth" or a "Aeris".