SpookyXJ said: shio said:
Bodhesatva said:
rocketpig said:
Bodhesatva said:
Surprised how many people have said Bethesda here. They're my favorite RPG maker now, although that isn't saying much sinec I don't like any RPGs in the first place. I'll just harp one more time on the fact that openness/interactivity is in direct opposition to story telling, and Bethesda is yet another excellent case to prove the point. Oblivion and especially Morrowind are the most open ended RPGs I've ever played, and they also happen to be the least coherent in terms of storyline. You're all going to have to pick one or the other, I think. People seem to use the term "linear game" as a pejorative, but this also allows developers to tell a story. Do you want open games, or story driven games? Because the more open games get, the less story driven they will become. |
Or you can strike a nice medium like BioWare, you story-hatin' cat-mod.  |
You're right, I phrased that wrong. I didn't mean it has to be 100 percent story, 0 percent interactivity or 100 percent interactivity, 0 percent story, with nothing in between -- I only meant to say that one comes at the sacrifice of the other. Using that simple math again, you could have 60/40 interactivity/story, or 70/30, or 10/90, or whatever. The point is, you can't have 100/100. You sacrifice one for the other. |
That is Completely Wrong, Open-endness does sacrifice story, it merely changes the way the story is portrayed (aka, story-telling). It is clear you have little experience with RPGs, especially wRPGs (probably since you're not very fond of RPGs) Do you know which game is claimed by many to have the Best Story Ever in the history of videogaming? that's right, it's 'Planescape: Torment', a open-ended wRPG. PS:T has an incredibly deep and fascinating story, brilliant characters (with possibly the best sidekick character ever created, Morte), and was even compared to novels. If I was going to rate the game the way you just said, i'd give it a 100/80 (100 Story, 80 Interactivity). Overall open-ended RPGs actually have better stories than linear RPGs: Baldur's Gate 2 just feels like a true epic and has the most natural romance; Fallout 1 & 2 have more personality than 99.9% of jRPGs (actually make that 100%); The Witcher, based on a polish novel, shows how well a open game can tell a story. |
Ah but thoes games with the exception of the Fallouts are not really complete sandboxes. There is a good bit of linearity to there progression. I guess you could consider them sectional sandboxes. Fallout 1 & 2 are great examples though. On a side note you have great taste in games. |
Yes the other games have a bit of linearity in them, but alot of the stories in those games are not presented linearily: they give you certain points the player has to go/do in order to procede in the story, but what you do in between (and even in those points) is up to who plays. That is exactly the scheme PS:T used since not only you could do whatever in between those 'checkpoints', but you also could change how those same points were done. And most of the story is presented in sidequests and the character interaction is amazing, especially with your party: it truly helps the player have a more immersive experience.
Btw, anyone who played Planescape: Torment without checking the side-stuff should be shot, buried, revived and forced to play it again.
naznatips said: shio said:
Fallout 1 & 2 have more personality than 99.9% of jRPGs (actually make that 100%); The Witcher, based on a polish novel, shows how well a open game can tell a story. |
I agreed with the rest of the post that open-endedness doesn't have to kill story, but these 2 lines at the end bothered me. You haven't played 100% of JRPGs. You don't like JRPGs, and are a PC gamer. You haven't even played 10% of JRPGs. So please don't make a claim like that. As far as The Witcher, it probably would have told the story better without so many translation issues. Still a reasonably good game, but man the story was just gratingly awful sometimes. |
I've not played all them (nowhere near that), but I have played almost all of the so-called great jRPGs, so I have a pretty good idea. I love all types of RPGs, but from my experience Western RPGs are mostly superior to the Japanese counterparts. I don't think there would be a jRPG in my modern top10 (I mean despite the year it came out)
I've actually started playing RPGs because of jRPGs. My first experience was on Megadrive playing one of the Wonderboy games, and FF8 was the game that trully made me a RPG fan and was my favorite RPG for awhile until I played Diablo 2, Fallout 2, Baldur's Gate 2, Planescape: Torment, Arcanum. Western RPGs easily took over my favoritism and jRPGs just seem flawed by design.
I'm a firm believer that a non-linear RPG can have a better story than a linear, because interactivity has a serious hold on immersion.
As for the Witcher, there's a update coming out in may/june that will fix and re-write over 5000 dialogues aswell as voice-works, add 100 new facial animations for a more natural look, and a couple new sidequests, fix loading times and improve combat precision.
@Bodhesatva
The developer's role in a non-linear fashion is to create a consistent gameworld where there's as much choices a player can take as possible. Basically it's just a bunch of linear paths entangled together. The developer still has full control of the storytelling because every single path has been envisioned already by him and he knows how the gameworld will behave from the paths that can be chosen, only leaving to the player which linear path go to. I can't explain it simplier than this.
And yes, we want as much interactivity as possible, as long as it doesn't break the games' world, immersion and believability. That's why we, thankfully, aren't able to turn into a dog in Mass Effect.
As for Planescape, I explained above.
And Oblivion is a Terrible example of an open-ended game:
1-The main story is 100% linear and is a crap story.
2-The side-stuff are also mostly linear (meaning there's only 1 outcome/path), and have crap/boring stories.
3-Add 1+2 and you have a free-roaming game with almost NO real choices. Hell, you can even kill as much NPC's as you want, and you only need to bribe a guard to get the bounty off. "A choice without consequence is not a choice"
Basically, in Oblivion the only tangible choice you have by design is from which order you do the quests.