Alphachris said:
1. Sorry to say that, but you are the kind of person I do not want to meet in person. If that is the sort of things that you call "fun" I hope that I will never meet you in an online game, too. In fact those are statements that are the reason why governments want to ban such games worldwide. Germany is pretty strict and many Germans have to buy their 18 games here in Austria or in the UK (if the UK Versions has german language available). Thats the reaons why I stopped buying Rockstar Games, with RDR being the first victim. What is with that trophy where you have to hogtie a woman and put her on railway tracks and watch her dying? Is that funny, too? Thats my problem with those moral systems. In Oblivion you can cancel Autosave and kill a whole village "just for fun" with no real penalty. In GTA, you can kill innocents and the police, get a high wanted level, just let yourself getting killed and only lose some money (or just reload and have no penalty at all). What is the entertainment in this? It does not contribute anything to the overall game? Is it really that funny to slaughter some innocents? 2. Thats what I like about Square-Enix games. They have youthful characters, but they are questioning their motives and the gamer has to think about what his actions cause for the whole ingame world. Think about FF7 where Barrett blows up some reactors to fight Shin-ra and they destroy a whole sector to fight Avalanche. Or FF 13, where the characters have to choose between fulfilling their probable focus and destroy their homeworld Cocoon or just do nothing and turn into a monster. That is where the actual strength of JRPGS lie. There is so much depth in the story and you can get the most intense form of storytelling if you put some thoughts in the game. WRPGS/Sandbox Sidequests? It is totally unimportant if you do some side quests or not. Like someone said before, in Oblivion you are in the quest of saving the world, but take a break to do some unimportant errands or leave the whole main quest and just try to become head of the quilds. This "freedom to do what I like" is just taking out the depth of the game in my opinion. Sure, anyone can play sandbox games, since you can't do much wrong in that game, since you put your own goals in them. Maybe that is the reason of their commercial success. Anyone can play them and have fun. FF XIII can't be played by everyone, because the real fun depends on how much thoughts you put in the story. For example FF7. It took me a second playthrough where I saw the secret cutscene in Nibelheim with Cloud and Zack to fully understand the story of the game, because the story was so complex. But after I got it, it is still one of the most intense gaming experience I had in my whole life. FF XIII was similar, since the story is very complex too. |
I'm gonna comment on your post into two parts:
1. Chill out! The whole point of games is they're meant to be fun and a form of escapism. That means some people like to do things that they blatantly couldn't do in real life. Not every game has to have a full and over-arcing story to be fun. A lot of people enjoyed GTA games because they gave the player complete freedom to mess around in the sandbox whilst having an element of dark humor to them.
You keep wanting to apply some structure or add a more strict moral system but these aren't important to the fun and appeal of these games. The moral structure is simply what you the player decides it to be. In the case of RDR and GTA most people would laugh at calling them innocents because quite simply people distinguish between real life and a virtual world. It's simply a form of dark humor as most people don't care about depth in games and just want fun and escapism.
In many ways it's why Call of Duty has become so big, player can just enter the multiplayer and start playing without even having to think about the motivations. Just plug n' play.
2. I'm not sure why you seem to think these games require more thought to be put in when the story is being told passively rather than interactively. You have to put relatively little thought into the story as the characters and motives are their for you to see.You don't have to think about their motives, you're told them and then you decide whether you agree or think they're a whiny idiot.
In fact, FFXIII is probably one of the worst examples of storytelling in video games. The basic story is told through cut-scenes (which is fine), however, the details have to be read in a datalog. This technique may have been fine 15-20 yrs ago, but in this day and age the interactive element of games needs to be used. Past Final Fantasy games actually did this (e.g. FFVII: Go back to Nibelheim before the final fight and discover the secret of Cloud's past and the story of Zack).
Also, freedom doesn't take away depth from a game but it does completely alter intensity and pacing. You may enjoy this but others want to control the pace instead. I also find it funny you name FFVII as the PS1 classics are fairly open world after a certain point. It's completely contrdictory to the point you're trying to make. They had multiple and optional side-quests that didn't really add much to the game. FFVII is a good example as meteor is heading to the planet, but you can still go off and breed chocobos, right?
It seems your complaints about freedom have more to do with storytelling methods/pacing rather than actual player freedom.











