nbadgenome said:
shio said: Anyone that has seen my posts knows that I'm a WRPG nut and I think that JRPGs are vastly inferior. JRPGs are suffering from the lack of evolution. They are still developed with juvenile stories, archaic dialogue systems, shallow combat mechanics, etc... they need to change things.
I have always said that they needed to copy from WPRGs, but they could aso take elements from Adventure games, and that means: - Have more mature and better written stories - Implement a dialogue system directly into the story (even if it doesn't impact the story, it would still give the illusion of choice and more interactivity) - Have more non-combat gameplay
I think it would do nicely, and it would still alow to keep a linear storytelling. |
Agreed, for sure. They have yet to evolve much past the old Ultima games, in which I would amuse my eight-year-old self by telling Lord British "no" 1000000 times.
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+ even new wrpgs have less interactivity than ultima 7 for example.
The gameworld is renowned for its interactivity: virtually everything not nailed to the ground can be moved, taken, or interacted with in some fashion. It is possible, for instance, to bake bread, to forge weapons, to milk cows, to play musical instruments, and even to change a baby's swaddling. The Avatar and his companions will complain of hunger pains and severe thirst, and will even die if these matters are not attended to properly. If they come across a disgusting or gruesome scene, they may groan and vomit. The game is also highly nonlinear; although there is a linear storyline, this is countered by the ability to explore the map in any order when coupled with the many sub-quests, including one that parodies Star Trek: the Next Generation
(Source wikipedia)
It doesn't stop there. For example everyone in the game world has own schedules. If you try to get into bakery in the middle of night you won't get there, because baker is in nearest pub drinking or at home sleeping and doors are closed. Etc...