Scoobes said:
To be honest, I didn't notice any bad English so obviously your English is very good!
@ cartoon violence. You're right, their are no effects, but neither are their any real-world effects on the pedestrians you kill in GTA. They aren't enough like humans for most to associate it (even if they're meant to be) and therefore it comes off as dark humour. If they were more human-like, it starts to become more disturbing.
Part of the reason GTA games become popular is that more casual gamers can pick it up for 30 mins to an hour, have some mindless fun, and then put it down and not touch it for another few days to weeks. I know a few people that never even bothered with the story mode and just used it as a way to kill 30 mins of their time.
@ FFXIII. It depends on how it's done and I don't like having to go to what is effectively an encylopedia of information in a menu for back story. In Oblivion the books are done with minimal menus (pick it up and read) and retain more immersion and the quest log is rarely more than a recap of what you've just learnt anyway. And a lot of back story into the world is revealed through conversations, eavesdropping and exploration so their are more options.
@ FFVII. I think I understand where you're comming from as I have played through the game about 5 times :P. Quantity of side-quests can have an effect, although I think if done well, side-quests can be interesting and rewarding in open world games. In Oblivion and Fallout 3 for instance, a lot of side-quests have a visible effect on the world and reward you with unique items. It's really dependent on the developer. In too many cases side-quests are just reptitive nonesense.
@ Depth. This is quite a nice comparison for me as I've recently started another playthrough of FFX.
I know what your trying to say, but I'm not sure we mean the same thing by depth. If you mean depth of characters, then with this comparison I'd agree. Characters in Oblivion come off as wooden compared to FFX. The poor animation and voice acting doesn't help. Again however, I think the blame has to go more with the developers than the freedom of the world. Had they improved the character animations and voice acting, then the characters would feel more real and you'd be able to relate more with them. Also, I think your issue with not being able to see the main characters emotions is more to do with the first-person nature than freedom. In Mass Effect for instance, which is 3rd-person and offers great freedom, you can see the emotions of each character, and the characterisation and emotions are conveyed much better than most games.
If you mean depth of world and storyline, I think the world of Oblivion and the overarching story of the Elder Scrolls is one of the most fleshed out in video games today. The turmoil between different races and cultures (the issues of slavery being legal in certain provinces and the inherent racism of Argonians vs Khajit), the politics and in fighting of different guilds and rich history of the Daedra and extinct races like the Ayleids. I don't think there is any less depth in the world or story of the Elder Scrolls series than the Final Fantasy series.
With Oblivion, I think your issue about people not responding to the events is somewhat false, it's just a lot more subtle than in FFX. In FFX you visibly see it through cut-scenes and story segments. In Oblivion you hear people talking about the Oblivion crisis, the fall of Kvatch and they proclaim you the "hero of Kvatch". NPCs care, but the Oblivion crisis has only really started, so people are still going about their daily business. They probably should have had more link between the guild quests and the crisis, but I think it made a lot of sense that the commoners of Cyrodill still felt somewhat protected by the guards and their leaders. Very few would have travelled and seen the fall of Kvatch even if they heard it second-hand and very few are told all the details of the world. Maybe I can relate to this attitude more because I live in London, where we're constantly being told of terrorist attacks, but everyone still goes about their daily business, even the day after the 7/7 bombings.
I think the intensity and pacing is more what you have an issue with as it's very difficult to get right in an open world game. If people stuck to the main quest in Oblivion I think it'd be easier to retain intensity, but it's incredibly easy to get side-tracked and some main quests do actually need you to level up a little before completion. On the levelling issue, I think this is very much down to personal preference. I know a lot of people complained about the way Oblivion did it, but not just because they want tiered enemies and areas but because they want to face high level creatures early on and be forced to flee as they find that makes the world more immersive.
And with FFX, there are ways to distract you from your main quest, they're just fewer of them. Blitz-ball would be the most obvious one (which I loved). The same complaints can be levelled at the Blitz-ball mini-game as with side-quests in Oblivion. Sin is destroying towns, Yuna is on a pilgramige to kill Sin, Tidus is Yuna's guardian yet every so often he finds time to play Blitzball in a league and in tournaments. Maybe you didn't play as much Blitzball as I did, but I thought it was great!
Finally, I'll again point you to Planescape Torment, an old PC title but the character's inner turmoil has a huge impact and shows a level of depth not seen in nearly all computer games.
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Thanks again for your insights. Since you are European too, it makes some things easier (EU release etc).
Lets quit talking about GTA 4. I played it long enough to come to the Conclusion, that it was my last Rockstar Game. It was somehow funny, but in the end it was getting repetitive and I totally lost interest. Those friends calling for doing something together were getting a nuisance. My brother asked me to buy RDR, so that we could get the online trophies together, but after some discussion we both found, that it is just not worth the time to play it. We are no big fans of Western (we only like the Bud Spencer and Terence Hill ones^^) and the Sandbox style is not appealing to us. We would probably buy it, if it had almost no sidequests and concentrated on story instead, but that is ok. We are simply not the target group of the game.
@ Planescape. I do not know that game and stopped playing PC games over ten years ago. The only exception was FF 11, but it was not worth it in the end. MMORPG suffer from the same issues as sandbox games. I think I was the only one who just wanted to do all missions and was not interested in fighting Notorious monsters, getting the best gear or do any other non-story related stuff. I have played it almost for a year on and off in 2007 but then the PS3 software started to pick up and I lost interest in it.
That might also be a reason, why I feel WRPGs lacking. You probably grew up with PC RPGs and are already used to PC style RPGs. You know what to expect from them and know how to play them efficiently. I grew up with console style RPGs, know what to expect (japanese storytelling, deep characters and intense storytelling) and how to play efficiently. I have beaten FFX in less than 200 hours and have seen everything (I only failed at getting Jecht Shot Mark I although I played Blitzball very much. Learning all those abilities necessary is quite luck based, unfortunately).
Well, I have to go further into Detail. Time used to be not the problem for me. Since I went to Commercial Collegue and later to university I had enough time left for playing games and money was the constraint. Now that I work 40 hours money is no longer the problem, but leisure time turned out to be a major problem. So I try to play the most time-efficient way, so that I still get to play a wide variety of games per year.
So as you already analyzed correctly, pacing and intensity are a big issue for me, since I want to keep the game intense in the first place. I also dislike Ego-Perspective, you are right again. It is almost a dealbreaker for me. The only game/franchise with Ego-Perspective I have enjoyed so far was Resistance. (I know that you could play Oblivion in 3rd Person view).
After playing around 30 hours of Oblivion i felt that I did not get any satisfaction out of the game. In Fact I was bored like 29.5 hours and I lost hope that it was getting better. It felt like a big waste of time for me. If time was not the matter for me, and I had put more than 200 hours into the game, maybe than I were able to put all these little pieces together and could see the "immersive world" you are talking about. But after 30 hours, the game felt only lacking, had boring characters, the main quest was nothing special and I did not like the overall game mechanics (level system, fighting, etc). For my it still stands for being the worst RPG that I have ever played. Its maybe a matter of expectations, since it got so many "game of the year awards" and was often called "best Rpg".
After Oblivion I played FF 13 and after this disappointment I liked it even more, because I came back to my own style of play. Today I can't say what is my favourite RPG. It used to be FF X, but maybe next year, when I play through FF XIII again, it may take this place over in my heart.
@ Freedom. I thought about what you said about freedom in games. I do not feel that JRPGs lack freedom or Sandbox games offer more freedom. Let me explain further. Most JRPGs are built to have an intense story. They do not want to distract you too much from the story, since that is the main point of the game. Sidequest are often offered really close to the end of the game, when the Story is (almost) finished and oyu can't be distracted. You could play through the game first, see the ending sequence and then reload and do the sidequests, after you have seen all of the story. Remember FF7, where all miniquests where on CD 3? Final Fantasy X with the monsterfarm and Dark Aeons? Dragon Quest with the optional Dungeon. Or the whole Concept of New Game ? So you can say story first, then freedom in doing what you want.
The battle system give you very much freedom too? Ok, you may not create your own character and often there are no development trees. But the main character is not exactly built to be "yourself in the game". Thats why there are party members that enable you to customize your play style. So you get a good mixture of personalities. You can often choose whether you want to maximize Attack , Defence or Magic. Systems like in FF7, FF 8, FF 10-2 or FF 12 enable you to make any character everything you like. Systems like FF 9, FF 10 or FF 13 give you similar freedom through proper party selection. I still can play like I want and I am no way "taken by the hand and guided through the game". Those systems are easy to use but hard to be mastered.
I can also decide to stay in an area as long as I want. Ok, exp will get stale after some time but for example AP gain is not getting stale. FF 13 did not want you to overlevel so progress was capped for every chapter. It was just a stricter form of story first/freedom later after you finished it.
So I can claim now, that Sandbox games do not offer more freedom to the gamer, they only offer it far earlier, maybe even from the beginning. So they are more like freedom first, then story whereas japanese games are story first/freedom later. And the moral system and choices in the game are only a different form of storytelling, where you are given the feeling that you have control over the game (in fact you have only limited choices, since the main story is still scripted and can be altered in only a few clearly defined elements). You still can't play like you want, you can only choose which branch of the defined story you can go down.
So while I lost interest in Oblivion because i felt bored before I could enjoy the whole depth of the game (I simply believe you that it is actually there and I only haven't found it) I think that many people are quitting games like FF 13 before finishing the story where the game opens up. It is just a matter of how important the pacing of the story is, like you can wait for getting more freedom or you can wait for the story to go on.