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Are players being given too much choice in the latest RPG’s?

Tim Bates thinks that 'the most worrying thing about this trend of player choice in games is that narrative design will take a hit'

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waltyftm2085d ago

No, you can never have too many choices in RPG's.

Play2Win2085d ago

You can't never have enough choices in RPGs sounds better

Tanir2085d ago (Edited 2085d ago )

actuuuuually Walty

i remember while i loved oblivion and morrowind, one of the reasons i couldnt finish them is because there was so much to do, im someone who likes to do every quest i see, but these games have to many, and its all so appealing, but 100+ hours in the gameplay starts to get dull and you stop caring, least in my case. if i felt i was accomplishing a certain goal i would have had the drive to beat the games but it never felt like i was even close.

then other games thaat appeal to me come out and i just have to drop the current game and get to the next.

just my view though, i know alot of people who only want to play elder scrolls forever so its great for them.

to bad though, i game this big always has such a craptastic story and forgetable characters/events :/

geddesmond2085d ago

Is this the same website that said shooters should have only 8 guns. If it is then WTF do yous want gaming to go back 10 years or something. Not only should players be given choice but they should be given way more choice

Fishy Fingers2085d ago

No... Yes... Oh and can decide...

ArchangelMike2085d ago

Player choice does not necessarily impact narrative design. Dark Souls and Skyrim, prove this to be true. They just happen to be two of the best open world games, and you could progress through the narrative in any way you like, while still having a solid narrative experience.

LightofDarkness2085d ago

Not really, they just need to come up with a better system for narrative delivery.

Make it seem more important to do the main quest than any other. I've often toyed with the idea of having the main quest on a timer based event system.

Once you start the main quest (of course, the game will divide it into pieces/acts so that you have plenty of time in between), the game will tell you that the next events will require you to be at certain places within certain times in order for events to unfold. This conversely means that should you fail to arrive at these events and play through the sequences in that area, the story is impacted.

Now you can have multiple endings and branches through the main quest, while offering the player a large degree of freedom in between acts to explore/train/d*ck around as normal. You also have an importance and pertinence associated with it, dangling the "best ending" and best items like carrots in front of their face so they will race to each objective like it matters.

Just an idea, anyway.

STONEY42084d ago

That's what Fallout 1 tried to do. And how did that go? Well, it was patched out of the game shortly since enough people complained. Nobody liked it.

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