/v/ - Video Games

it's fucking video games, baby


New Reply
Name
×
Email
Subject
Message
Files Max 5 files32MB total
Tegaki
Password
Flag
[New Reply]


READ THE RULES


nv.jpg
[Hide] (326.8KB, 1200x1775) Reverse
me.jpg
[Hide] (936.2KB, 1200x1600) Reverse
skyrim.jpg
[Hide] (614.8KB, 1200x1476) Reverse
I don't like this sub-genre of games, whatever you want to classify them as. 

I don't like them because they do nothing well. The gameplay always sucks; the stories are boring and the exploration isn't that enthralling. 

Gameplay is self-explanatory, but I much prefer exploration in other types of games. In BioShock, the sense of exploration was very intimate and resulted in a very detailed environment. Exploring always felt dangerous, immediately rewarding and most importantly....focused; the same can be said of the Prey remake. They also have more interaction with the environment. In BioShock, you might have to melt some ice with your fire plasmid to get through a secret entrance or something like that. Even in third person games, I like exploration a lot more in something like Darksiders. In Darksiders, you use your abilities to find secret areas with rewards and these areas feel synergistic with the design of the level, instead of just being some meandering diversion. 

And as far as the stories go that I'm sure people will disagree on, these games always have a sense of mundanity to me. They don't have any distinctive characters that become embedded in pop-cultural consciousness. Final Fantasy has a wealth of characters that perpetuate inside peoples' memories because those games are focused on a tight narrative and allot its inhabitants more attention and detail. 

This is why I prefer oldschool BioWare games like the KOTORs and Jade Empire. They allowed for some exploration, but kept up with the theme of RPG gameplay and as a result, crafted tighter, more focused narratives with more distinctive characters. While Mass Effect isn't open-world like the other examples in my images, it's more bloated and tries to combine shitty cover shooter mechanics and things of that nature in a poorly assembled mess that results in boredom.

TLDR: I don't enjoy games like these because they're unfocused, bland and mediocre in the majority of their individual elements because they're trying to combine parts that don't fit that well together.
WRPGs?
>>279465
They're WRPG's, but definitely some kind of subgenre. To me, something like The Bard's Tale, Fallout 1 & 2 and the KOTORS are much more indicative of "traditional" WRPG's and shit like the Witcher, the new Fallouts and TES with Daggerfall represents the deviation. Same thing with Daggerfall, that game is trash, too and I guess that's where the dilution of WRPG's started to get popular.
Replies: >>279492 >>279530
Yeah, I wouldn't be able to clearly define what gives me that impression, but it seems like a lot of WRPGs are completely uninterested in the idea of being video games at all and are just going through the motions when it comes with the video game sections. Makes me wonder how many series would have gone down the Telltale/TLoU route if they thought they could get away with it.
Replies: >>279485
>>279472
The only games I've seen combine "RPG elements" and other forms of combat are Spiders games (French developer) like Mars: War Logs, Bound by Flame, Technomancer and Greedfall specifically. They're not as yappy as the more popular "RPGs" and eschew any form of speech attribute or stealth altogether. Same thing with Dark Souls - it combines RPG elements, but the exploration is more fun because of intricately intertwined the character and enemies are to the world while still having decent action. That's why I don't like these shitty, pretentious WRPG's. They suck at everything. I know there's the argument that "the sum is more than the parts", but when all the parts suck, it's just going to amount to a pile of rubbish. Every Elder Scrolls game sucks; every Fallout game after 2 sucks; every Witcher game sucks and so on. I just uninstalled The Outer Worlds because of have mind-numbingly boring it was. People only care about having choices so they can stroke their ego and play god in a sandbox. If you didn't even let them savescum and actually forced them to roleplay, those games would be a lot less popular.
>>279485
*combine RPG elements well with other forms of combat
>>279465
A fake "genre" invented for political trolling.
>>279485
>every Fallout game after 2 sucks
And the first two don't?  Buggy, shallow, low-content, shit interface messes.  They were a disgrace when they came out and they didn't magically become batter games with hindsight.  I've never played any of the FPS Fallouts, but it would frankly be an accomplishment to make worse games than the original two Fallouts.  Fallout was emblematic of everything that was going wrong with PC RPGs at the time. More interested in (poorly) telling a story than being games, more interest in hiring expensive voice actors than testing their fucking game.
Replies: >>279506 >>279937
>>279468
>To me, something like The Bard's Tale, Fallout 1 & 2 and the KOTORS are much more indicative of "traditional" WRPG's
The term you're looking for is CRPG.
>and shit like the Witcher, the new Fallouts and TES with Daggerfall represents the deviation
Sandbox games with RPG elements? Or would it be better to describe them as "offline MMORPGs" as I've seen one person describe them, and detest them for that exact reason?

>>279485
>That's why I don't like these shitty, pretentious WRPG's. They suck at everything. I know there's the argument that "the sum is more than the parts", but when all the parts suck, it's just going to amount to a pile of rubbish.
Have you played S.T.A.L.K.E.R. or Xenoblade Chronicles X? Also what games would you describe as "striking" the right note for what you're looking for even if they're not an RPG?
Replies: >>279495 >>279506
>>279463 (OP) 
>trying to combine parts that don't fit that well together.
'Speaking of which', OP...  You wanna know what sorts of parts really don't combine well together?  When you take mechanics designed for a multiplayer tabletop experience--full of whimsical randomness, unexpected events, and a dungeon master able to modify the experience at any moment--and try to force them into a singleplayer game of skill.  Dice rolls for stealing.  Dice rolls for disarming traps.  Dice rolls for successful dialogue.  Dice rolls for any number of things where failure is catastrophic and might as well require a save reload.  That's how you get absolute travesties of game design like Fallout.
Replies: >>279506 >>279904
>>279485
>>279492
Adding onto this, what about Alpha Protocol?
Replies: >>279506
>>279490
It's been an extremely long time since I've played them, so I'm not really at liberty to put them into one category of quality or another. That said, I think when I do get around to replaying them, my opinion will probably be harsher. 

>>279492
>The term you're looking for is CRPG.
Yes and no. These games represent more of a hybrid genre to me and so that's why I'm not keen on calling them that. 

>Sandbox games with RPG elements?
I wouldn't really call the Outer Worlds, Witcher or Mass Effect sandbox games, but it feels like they're in the same vein as Fallout and TES.

>Or would it be better to describe them as "offline MMORPGs" as I've seen one person describe them, and detest them for that exact reason?
I think that's an interesting term and it gets closer to the crux of the issue, but again, doesn't apply completely. 

>Have you played S.T.A.L.K.E.R. or Xenoblade Chronicles X?
No, not yet. 

>Also what games would you describe as "striking" the right note for what you're looking for even if they're not an RPG?
I like games that know what they are and execute their elements well. Like I said with BioShock, that game has excellent exploration, but because it's not a big open world with dialog choices, it's not really recognized for that. In general, I like games put their weight into the elements that define it, rather than treating them as an afterthought. For example, I also don't like Vampire The Masquerade: Bloodlines. People regard that as a "classic", but the game sucks to me because the elements suck. I prefer to "play" the VTM visual novel games and just make choices along a narrative because I enjoy the story more when it's the main focus and it's being treated as such. In VTMB, the gameplay is just an afterthought. 

I like games that are focused and strong, as opposed to games that are bloated and have an identity crisis. 

>>279494
I agree and that's because you can't actually emulate the tabletop experience in a videogame. Even when they don't use dice rolls, I still think the gameplay sucks. I think that's the fundamental problem, actually. You can never get the TTRPG experience in a CRPG. They're two different mediums and as a result, have different sets of limitations and abilities. That's why the games that I praise that have "RPG elements" firmly know that they're not RPG's and don't try to act like it. 

>>279495
Never played it.
Replies: >>279510
>>279506
What about the Deus Ex and System Shock games? Thinking more about it, it's possible that your complaint with the WRPGs is that they're aping what people refer to as "immersive sims", which also include Thief, Dark Messiah, and nuPrey.
Replies: >>279511 >>279777
>>279510
>What about the Deus Ex and System Shock games?
Only Deus Ex game I've played is Human Revolution and that bored me; it has the same issue as the others: tries to be a jack of all trades, but ultimately fails at them. Haven't played System yet. 

> Thinking more about it, it's possible that your complaint with the WRPGs is that they're aping what people refer to as "immersive sims", which also include Thief, Dark Messiah, and nuPrey.
Haven't played Thief or Dark Messiah, but I like nuPrey. That was a good game.
Replies: >>279512
>>279511
>Haven't played Thief
wat the fuk are you doing with your life.
>>279463 (OP) 
>>279485
Maybe try Arx Fatalis, Gothic, Deus Ex, Thief, and System Shock (the remake and 2).
>whatever you want to classify them as
"Visual Novels with Weapons". However, I wouldn't put pre-Oblivion Elder Scrolls in this.
>Prey remake
Not really a remake. The name was slapped on at the last second.
>Bioshock
>Darksiders
Those are puzzle elements fueled by exploration.
>any distinctive characters that become embedded in pop-cultural consciousness
ME's characters were everywhere for a while, and some of FNV's characters are still talked about. If you mean something like Cloud, there's obviously no way any of these would have the sort of explosive popularity of FF7.
>Every Elder Scrolls game sucks
Daggerfall and Morrowind are pretty good. The attacks not equaling hits issue was something difficult to abstract given how it makes sense in 2D planes but not 3D planes. In a 2D plane, pressing the "attack" button issues the "attack" command, and then rolls are made on the spot. This makes sense there, but in 3D, model collision is the obvious choice. Morrowind didn't go with the obvious choice. I don't know why. It could have been to make stats not just be "damage go up".
>Fallout game after 2 sucks
Tactics?
Replies: >>279542
>>279468
Daggerfall is one of the best games ever.
Replies: >>279542
>>279526
>Maybe try Arx Fatalis, Gothic, Deus Ex, Thief, and System Shock (the remake and 2).
I will eventually. 

>"Visual Novels with Weapons".
Eh, I think that's too far, but I get the sentiment. They're yappy, but I like visual novels and I don't get the feeling I'm playing one with the games we're referring to. 

>However, I wouldn't put pre-Oblivion Elder Scrolls in this.
Why not? I played Morrowind on the original Xbox and I don't like that either. The setting and writing are slightly more interesting, but the gameplay sucks, as does exploring. That's the thing with it and Daggerfall. There's a disconnect between what you see on the screen and what's actually going on. Every time you swing a weapon, there's a dice rolling, but that's stupid, because for all intents and purposes, you're seeing your sword hit the enemy and even if there wasn't a diceroll, the combat would still be atrocious. These games only get appreciation because people buy into the world and they were basically novelties when they came out and scratched the urge for more player agency, but other than that, Daggerfall and Morrowind are pretentious garbage that have been artificially inflated due more to the player's ego than actual merit. Yeah, these games let you do more, but I don't care about doing more if the "more" sucks. I don't give a shit about looting a thousand barrels and then having to sell all the crap I've got. I don't give a shit about the story (which is overrated in both of these games) when it keeps getting bogged down by how shitty the rest of the experiences are. 

>Not really a remake. The name was slapped on at the last second.
Right, but I didn't really know how to describe it. 

>Those are puzzle elements fueled by exploration.
I wouldn't say BioShock has puzzle elements, unless you really consider freezing water or melting ice to be that much of a puzzle, but that's not a bad thing. Environmental puzzles help you interact with the environment, instead of just leaving it static. You could also put Tomb Raider in that category, even the new ones. The environment is very traversable and it feels like an element of the game itself. TES does nothing with the environment and it's essentially just a plain for you to fight enemies on. Even though I dislike Ass Creed games, that's another open world game that uses its environment well. Morrowind is just filled with empty boring spaces that add nothing to the experience except for demonstrating size and scope and Daggerfall dungeons are nihilistic garbage. 

>ME's characters were everywhere for a while
I don't agree with that. 

>and some of FNV's characters are still talked about
They're only talked about as a platform for their politics. House is the libertarian, Caesar is the fascist and things like that. It's more about what they represent than the characters themselves. Even in BioShock with Andrew Ryan, who was purely politics, he had much more characterization and his presence was much larger and distinctive. That's the problem with these games, is that there's so many NPC's that nobody really shines because 1: they're not that interesting and 2: they don't get enough attention to be interesting in general. 

>If you mean something like Cloud, there's obviously no way any of these would have the sort of explosive popularity of FF7.
There's also Sephiroth, Tifa, Squall, Tidus, the chocobo and the Final Fantasy aesthetic itself is memorable and distinctive. 

>Daggerfall and Morrowind are pretty good.
I'll just reiterate that I think they're overrated crap. They are and they don't deserve a fraction of the praise they've gotten over the years, but that's just my personal opinion. The problem is that they're fundamentally boring games on their own and your enjoyment of them is completely dependent on how much you buy into the world and I just don't agree with that approach. I think it's arrogant and self-important. 

>Tactics?
Haven't played it, but that's not really what I meant because that doesn't fit into this subgenre. 

>>279530
Why do you say that?
Replies: >>279587
>>279465
Doesn't exist. There is literally a thread right now on this board about CRPGs the actual genre this is supposed to be
Replies: >>279773
127311665_p0.png
[Hide] (2.2MB, 2000x1457) Reverse
>>279542
>I will eventually.
>not yet
What the fuck!? Do you even know what a videogame is? At least you have a lot of fun to discover, unless you are broken by design and can only play bland "accessible" garbage with sterile gameplay on your shitbox.
If you haven't played any of these games you must've missed on many more, like Rune, Alice McGee and much more classics overall, yeah I am going off topic, but know that you got a lot to play before wasting your time pondering why genre for kids to fuck around in, like in a sandbox itself, is not your thing.
yeah, but what soy vegas has to do with other ones?
Replies: >>279811
>>279463 (OP) 
They do role play well. Name any other game than New Vegas that let's you kill everyone you encounter and still complete the game.
Replies: >>279811
>roleplay
Roleplay, as in the game forcing you to use your strengths (speech vs combat, magic for magic users, stealth for rogues etc) to progress? Or roleplay, as in making choices that affect quests, npcs and the overall plot? Important note: any game that doesn't let you create your own character already stumbles even if they have rpg mechanics (Planescape:Torment, Bioshock, Witcher)
>Morrowind, Daggerfall
My biggest gripe is that the magic system, while flexible, is full of hot fart. I can toss a fireball at an enemy that does 5 damage or doesn't work at all due to buggy engine or enemy resistances? Wow, so cool. I'm better off using something like drain life on touch (that only works only so many times before I run out of mana) or just going stabbity stab with a dagger.
I did enjoy Morrowind a lot... eventually, and it had a lot to do with the weird setting and lore. Combat in Oblivion felt better, especially sniping with a bow, but the setting and plot were very mundane, which is an euphenism for boring. I would have liked Daggerfall too if it wasn't for the shitty rat race labyrinth dungeons.
>memorable characters
It's a tall order. Good dialogue is obviously a requirement for any npc, whether antagonist or friendly/neutral, recruitable or not. There are some well written characters in e.g. New Vegas but they mostly interact meaningfully only with the player. A memorable character can't exist in a vacuum and should have some agency even if it's a cause for potential friction. Boone always attacks the Legion on sight so it's at least something.
Replies: >>279720 >>280264
>>279631
all companions in soy vegas react to your actions, if you piss them off too much by way your interact with the world and other npcs, they will refuse to follow you and leave, i think some even attack you, but my memory might be shoddy
like i remember arcade gannon hating me for activating archemedes weapon because i thought this was just basic min-max move that wouldn't have real consequences so it came to me as surprise when he yelled at me
Replies: >>279722
>>279720
The only companion I liked in NV was Raul. Am I alone in that?
Replies: >>279771 >>280264
>>279722
Nah, all the other NV companions were severely pozzed except for Raul and the non-human companions.
>>279546
>CRPGs and WRPGs are the same thing
Wew
Replies: >>279775
>>279773
They aren't? 
>only difference I can tell is one has a funny interface and takes years to get to the gameplay
>oh wait the gameplay is just clicking and reading
shit lmao
>>279463 (OP) 
The thing you're noticing about these games that's causing you to lump them together is not something they have in common, it's something they all lack: actual level design that interacts in meaningful ways with tools given to the player.
>>279510
To be more precise, the complaint is that they're aping "immersive sims" while botching or not even trying on the thing that makes or breaks "immersive sims".
Replies: >>280265
>>279602
It's part of the overrated tier of games that are pushed to the moon by a subsection of gamers due solely to stroking their egos. 

>>279615
>Name any other game than New Vegas that let's you kill everyone you encounter and still complete the game.
OK, but what's the point of this? If you kill everyone, you take the overwhelming majority of content out of the game. So what, you want to roleplay a mass shooter? There's already games for that and they all do it better- that's why I don't understand this logic. Who cares if you have agency if it's not really important? If you were playing a TTRPRG with people IRL and tried to start randomly killing NPC's they would think you're retarded and kick you out of the group because that's pointless. So what you can kill NPC's.....that's not a big deal.
Replies: >>279814 >>279914
>>279811
>If you were playing a TTRPRG with people IRL and tried to start randomly killing NPC's they would think you're retarded and kick you out of the group because that's pointless. So what you can kill NPC's.....that's not a big deal.
It can lead to funny encounters. For example, there was a greentext of one Anon detailing how one of his friends invited his feminist GF to a D&D session one time, and very first thing the bitch did was start a war to depose the country's monarch. Everyone went along with it for shits and giggles, and just as the crusade had finished and the country now existed as a democracy, everyone was killed by an army of skeletons because the ORIGINAL plan for the campaign that night was a quest to defeat an army of evil skeletons that was about to overrun the very kingdom the Feminists had gotten her panties in a twist over for having a king in charge.

Simply put, it's to see how the world actually does conform and respond to the player's actions.
Replies: >>279830 >>280265
89144ec066c5f3c8cd01ca2389a8f2b27d93385d756dca39e2f188181485ca6d.gif
[Hide] (177.1KB, 240x250) Reverse
I hate any video game based on dnd and hate the fact that most isometric rpgs are based on dnd. Come up with something original for once not some convoluted game that's been around for decades and is better suited as a board game anyway. Taking some inspiration from it is fine, but basing your entire fucking game on it is cancer. I do not care to learn all of its mechanics and never will intend to, kek. Fallout 2 and the Wasteland series blows that shit out of the water anyway
>>279814
You basically said she got away with it because vagina.
Replies: >>279833
>>279830
Is there a single time in history a woman didn't get away with it just because she had a vagina?
>not well versed in gay shit that's half fake anyways
>women basically have men by the balls and had them kill entire nations just for some pussy
>>279494
I thought you were talking about Baldur's Gate 3. Speaking of which, how was that mechanic handled? I never played the game, but as far as I know, no one had any problem with that dice mechanic.
>>279811
>If you were playing a TTRPRG with people IRL and tried to start randomly killing NPC's they would think you're retarded and kick you out of the group because that's pointless.

Use your critical thinking skills, anon. Being able to kill anyone doesn't mean you have to go around killing everyone. As an avid TTRPG player, it is an often enough occurance that you sit back, look at the situation, check the party alignment and say "You know what? We might have to kill this guy."
Equating vidya to tabletop is a fool's errand, but giving the player more agency over the world in a role playing game is absolutely a positive.
Replies: >>280266
>>279463 (OP) 
> Jade Empire
my nigga. One of my favorite rpgs of all time. Fun world, cool story, good exploration like you said, and a good sense of humor
Replies: >>280266
>>279490
>Buggy
I didn't play them when they launched, but I didn't experience that many bugs in my ~100 hours in both games.
>shallow, low-content
Just not true
>shit interface
Not going to say it couldn't be better (see Wasteland 2) but it's serviceable.
Replies: >>279949
>>279937
Were you asleep at the wheel, perhaps?  Both games are so ridiculously ridden with bugs and unfinished or unrefined material that they undermine large aspects of the gameplay.  In Fallout 1 the ammo choice consideration is completely pointless because both ammo types do exactly the same thing (due to a bug).  If you have too many things in your inventory it can corrupt the save file and makes the game itself unstable.  Inventory items can also simply disappear.  In Fallout 2 your car can just randomly fucking vanish.  Fallout 2 especially is a horribly optimized game (an amazing achievement for a simple top-down 2D game) that loves to crash, especially around San Francisco.  Both games have endings where the damn ending scripts don't even work properly.

>just not true
Fallout is an RPG with about six towns and four fucking dungeons.  Four.  I'm fond of bashing Majora's Mask as a game with a lot of character building but not nearly enough mandatory content to make good use of that character building, but Fallout suffers from this problem far worse, more than any other game I've ever played.  Contrast with Exile III, an independent game released in the same year as Fallout and made by basically one guy in his garage.  Exile III is a massive RPG with somewhere around 60 towns and 40 dungeons.  What's Fallout's excuse?  Spent too much money hiring celebrities for voice acting that they ran out of resources to finish their game?  Fallout is a pathetic joke of an RPG.  And yes, it's shallow as fuck too.  There's like four or five armors in the entire game, most of the weapon variety doesn't actually matter, and most of the actually important character skills are used for two or three contexts in the whole game due to its embarrassing lack of content.

I think anyone trying to deny the shallowness of the original Fallout games must have very little experience with other RPGs to measure it against.
>>279949
Whoops, okay, I guess it's really about six dungeons.  +2 for Fallout.  Of course only two of them are actually necessary for winning the game.
Replies: >>279954
ClipboardImage.png
[Hide] (529.9KB, 606x800) Reverse
>>279949
>>279951
What about Wasteland, the game that Fallout was suppose to be a sequel to but EA refused to relinquish the IP?
Replies: >>279956
>>279954
Never tried it.  The original Fallout games left such a bad taste in my mouth to be honest that I'm afraid the game they were supposedly paying tribute to might be just as bad.
1a51199064cf0389e677eccf65f960661f09ee0b20ea3781be98a2036eac15c2.png
[Hide] (137.3KB, 408x505) Reverse
>>279949
Okay. They hired VA's they didn't need to but you don't gotta be a fucking fag about it.
>>279949
Fallout isn't a dungeon crawler, it's an open world rpg.
Ah yes, "popular game", truly my least favorite genre.
>>279949
>Exile III
>spiderwebsoftware
I really need to play their games.
>>279949
Why exactly does an RPG need a trillion dungeons? Are games not allowed to be short?
Replies: >>279973
>>279971
The point is not length so much as proper content/challenge to reward the player's character building.  If your game has fuck all to do and is trivial to beat, why bother having the character building at all?  There are some excellent short RPGs that make the player decide very carefully about character setup and reward the player for making skillful choices.  Some examples that come to mind are many Roguelikes and the Challenge Mode in Phantasy Star Online (okay, a skilled player probably takes around ~20x as long to finish a run of this than Fallout).  Fallout on the other hand a) has a bunch of asinine mechanics that do nothing to telegraph to the player how much they should invest into a particular skill and b) simply doesn't have enough of these context-sensitive situations to justify the character system they set up.
Replies: >>279975
>>279973
>skill telegraphing
The game came out way before I was born but didn't guides used to be a lot more prevalent around the time of its release? As a matter of fact, after looking it up it turns out an official guide came out not long after the release of Fallout 1: https://fallout.fandom.com/wiki/Fallout_Official_Survival_Guide

Or, is your gripe with the game itself being too cryptic? In that regard yes, there is no indication that something like the gambling skill really doesn't belong in the game.
Replies: >>279979
>>279975
Trap options (as in the game lets you waste build points on basically nothing) are mega gay. One of the reasons Planescape gets talked up so much despite being a glorified point-and-click adventure is the fact that it's generally good about making all ability scores (AD&D didn't have skills in the same way as e.g. Fallout) useful somewhere, though with the usual bias for mental abilities.
Replies: >>279981
>>279979
The hilarious thing is a skill like Steal can still fail and get you killed even at its max of 200%.
1033140400357.JPG
[Hide] (216.9KB, 782x783) Reverse
I always feel like FNV doesn't fall prey to the usual Bethesda world bloat. Theres small little areas of interest, vaults and caves aren't too long and are there to enhance quests and stories.
Replies: >>280006
>>279986
Because New Vegas wasn't made by bethesda and the game was made in a year and a half so they had to be more concise with what they put in.
Replies: >>280036
>>280006
yeah they focused on dialog in limited time instead of dungeon designs
and if you want more dungens in fnv then install a world of pain mod
So this whole thread is just an excuse for you to jerk off about how cool and smart you are for saying bad games are bad? Damn, dude. Let me suck your cock, you're so cool.
Replies: >>280094 >>280095
ded91e55842a604f95d16b107009ad52d8d36b4d4fa28955a34e22edb7e71502.png
[Hide] (267.7KB, 900x900) Reverse
>>280067
I don't like Spec Ops the Lines story but I really really love the co-op mode from it. 
Hell I'm guilty if I said I really loved Last of Us factions game mode and I think Neil Druckman is faggot for getting rid of a fun diversion from the deep and complex story these games devs try to pull off.
Replies: >>280095
>>280094
>>280067
OH and also forgot that I loved how the writer of Spec Ops the Line fucking seethed over people having fun with the multiplayer mode.
>>279631
>Roleplay, as in the game forcing you to use your strengths (speech vs combat, magic for magic users, stealth for rogues etc) to progress? Or roleplay, as in making choices that affect quests, npcs and the overall plot?
I think both of these fit my criteria for roleplaying. My main issue is the execution of the ideas. 

>Important note: any game that doesn't let you create your own character already stumbles even if they have rpg mechanics 
I completely disagree. Pre-made characters have been a thing in TTRPG's for a long time now and I think you can still "roleplay" a role that isn't your creation. Why do you feel that way, though?

>It's a tall order. Good dialogue is obviously a requirement for any npc, whether antagonist or friendly/neutral, recruitable or not. There are some well written characters in e.g. New Vegas but they mostly interact meaningfully only with the player. A memorable character can't exist in a vacuum and should have some agency even if it's a cause for potential friction. Boone always attacks the Legion on sight so it's at least something.
I'm in the minority when I think that these games seldom have good writing. For some reason, they always come off as pretentious and tryhard - "we're TRYING to make you feel something". It feels inauthentic and even more artificial than normal for a videogame. I can sit and have no problem reading and responding to a pure visual novel, but something about the interface between how Westerners approach communicating in these types of games really rubs me the wrong way. It just feels so forced....

Other than that, I like your points. I think that NPC's exist on islands in these types of games, whereas with linear storytelling, they're deeply embedded into the fabric of the tale. 

>>279722
I didn't like him. I thought he was boring. And I don't like Mexicans, anyway....
>>279777
>The thing you're noticing about these games that's causing you to lump them together is not something they have in common, it's something they all lack: actual level design that interacts in meaningful ways with tools given to the player.
That's definitely something about it, although I think Mass Effect did manage some cool "epic" moments, which is due to its relative linearity. We have this notion of "traditional" storytelling, where you have a protagonist, a conflict and then resolution, but in these types of games, those conflicts are never accentuated because they're treated like rapid shot one-offs. It's very consumeristic in its approach and yes, the lack of level design only accentuates the flatness. That's the thing with these games; they feel flat. There's nothing about them special and they rely on your ego to create the wonder in the world. I will reiterate that I hate that mindset. It's lazy, pretentious and arrogant. They think they can achieve quality through pure narrative dominance and not even have to put much effort into the rest of the game. It's just so egotistical to me. 

>>279814
Amusing, but irrelevant as we're talking about a purely single player experience. 

>Simply put, it's to see how the world actually does conform and respond to the player's actions.
Well, I'm not impressed with NPC's running and screaming when you shoot them....Postal 2 was fun with it because the point of the game was to be absurd. I'm not impressed with choosing wacky dialog and seeing what the pre-canned response is that a programmed character is going to give you. That doesn't do it for me and I view stuff like that as juvenile and vapid. The only time I get a kick out of behaving like that is IRL, when there at actual stakes at play.
>>279914
>but giving the player more agency over the world in a role playing game is absolutely a positive.
Yes, but gamers equate being able to go on killing sprees with some kind innate virtue, as if the possibility itself qualitatively adds to the game. I don't care about playing a mass murderer except for games that are based around it because killing cardboard cutout videogame characters doesn't affect me emotionally. Sure, you can do it and if your argument is that it increases the authenticity of an RPG through agency, I'm not going to argue against that because it's subjective, but it doesn't appeal to me. It's like, I have the agency to punch myself in the testicles, but having the ability to do that and acting on it doesn't actually add to the enjoyment of my life. 

I just don't think that videogame RPG's and TTRPG's can ever be equivalent or interchangeable and it feels like the more a videogame tries to ape a TTRPG, the less I enjoy it. I enjoy VRPG's that embrace being a videogame and that identity because a videogame will always lack what makes a TTRPG unique: imagination. 

>>279928
Yeah, I wouldn't say it's one of my favorites, but I definitely rate it higher than Morrowind, Skyrim, Fallout NV and whatever other lame shit the majority thinks is on the Mt. Rushmore of videogame RPG's. There's something about the writing of those early Bioware games like it and the KOTORs that's just much better. It was Mass Effect when they really started taking themselves too seriously.
[New Reply]
60 replies | 9 files | 40 UIDs
Connecting...
Show Post Actions

Actions:

Captcha:

Select the solid/filled icons
- news - rules - faq -
jschan 1.4.1