luj1
You're all shills
Let me start by what I consider primary features in a story-driven RPG, things which could always use more work,
Specifically, I'm targeting elements which never mattered much in this genre (such as voice acting), those which had arisen as a consequence of technology (eye candy, cutscenes) and those which accompany cultural and social decline (romanceable companions, virtual sex). In any case most of these have several things in common,
I wrote some notes below outlining my position on this matter. I also included a poll with 1 to 4 responses.
Player housing
Why do you need a virtual residence? It does nothing for the story, except perhaps serving as some kind of a reward (Morrowind?). But then surely an item, weapon or stat increase (or even experience) would likely do that better. Don't like how often it was (ab)used as a stretch goal.
Voice acting
I don't hate voice acting. Voice acting is literally irrelevant to me. If I like a voice-acted RPG, it's usually for some other reason. There's no need to simulate everything, let my imagination work instead. What a terrible waste of time and resources.
Romances
Emotionally balanced people need not crave virtual relationships. Can it serve the story? Perhaps, sometimes. For example I saw nothing wrong in shagging Janette in VtM:B. It was a nice, hidden reward for completing an early quest arc. But it was on easter egg-level, far from a romanceable companion. Seriously get a girlfriend.
Physics
GTFO.
Eye-candy
Graphics generally don't matter to me. Optimally, there's no need to be uglier than Wiz6 (clearly a tech limitation) or prettier than D:OS/PoE. Why go beyond that level? Specifically in this instance I'm referring to things like particles, FX, volumetric fog, shaders, stuff like that. Decorating and beatifying the game superficially. When that goes beyond a certain point gameplay is neglected.
Kill cams
Don't even belong in this genre.
Character customization
Pick your portrait. Sure. Give your character a name. Absolutely. Briefly choose your general appearance. Check. Eyebrow thickness, nose width? Fuck no. Do I want to spend 30 minutes on cosmetics? No but we all do in the end. Why do these companies want to play into my OCD and make it worse? In my opinion this should stay a relatively brief process as to not detract too much from gameplay itself.
Notes on Crafting & Itemization
Some RPGs such as Arcanum and Underrail boast elaborate crafting systems. And it worked out very good for them, raising gameplay value. But unless it's done really well, it simply isn't worth it. Today everybody wants to do crafting and extensive itemization however it turns out neither good enough nor with any sense of measure. My belief is that non-ARPGs don't necessarily require over the top itemization. For example KotOR had fairly good, simple crafting. Whereas pimping out your weapons in HotU hugely affected looting potential.
- developing or deepening the plot
- core system design
- writing standard (such as editing passes etc.)
- improving core gameplay
- quest design
- adding more of everything (like Fallout 2 compared to one)
- polish
- etc.
- romances
- voice acting
- eye candy (particle effects, physics)
- mini-games and similar feature bloat
- player housing and Sims crap
- poorly thought-out crafting and customization
- etc.
Specifically, I'm targeting elements which never mattered much in this genre (such as voice acting), those which had arisen as a consequence of technology (eye candy, cutscenes) and those which accompany cultural and social decline (romanceable companions, virtual sex). In any case most of these have several things in common,
- they compensate for traditional content
- they are mostly inconsequential to gameplay
- they detract from optimal game development
- they encourage decline
- they reduce product standard
- they reduce consumer standard
I wrote some notes below outlining my position on this matter. I also included a poll with 1 to 4 responses.
Player housing
Why do you need a virtual residence? It does nothing for the story, except perhaps serving as some kind of a reward (Morrowind?). But then surely an item, weapon or stat increase (or even experience) would likely do that better. Don't like how often it was (ab)used as a stretch goal.
Voice acting
I don't hate voice acting. Voice acting is literally irrelevant to me. If I like a voice-acted RPG, it's usually for some other reason. There's no need to simulate everything, let my imagination work instead. What a terrible waste of time and resources.
Romances
Emotionally balanced people need not crave virtual relationships. Can it serve the story? Perhaps, sometimes. For example I saw nothing wrong in shagging Janette in VtM:B. It was a nice, hidden reward for completing an early quest arc. But it was on easter egg-level, far from a romanceable companion. Seriously get a girlfriend.
Physics
GTFO.
Eye-candy
Graphics generally don't matter to me. Optimally, there's no need to be uglier than Wiz6 (clearly a tech limitation) or prettier than D:OS/PoE. Why go beyond that level? Specifically in this instance I'm referring to things like particles, FX, volumetric fog, shaders, stuff like that. Decorating and beatifying the game superficially. When that goes beyond a certain point gameplay is neglected.
Kill cams
Don't even belong in this genre.
Character customization
Pick your portrait. Sure. Give your character a name. Absolutely. Briefly choose your general appearance. Check. Eyebrow thickness, nose width? Fuck no. Do I want to spend 30 minutes on cosmetics? No but we all do in the end. Why do these companies want to play into my OCD and make it worse? In my opinion this should stay a relatively brief process as to not detract too much from gameplay itself.
Notes on Crafting & Itemization
Some RPGs such as Arcanum and Underrail boast elaborate crafting systems. And it worked out very good for them, raising gameplay value. But unless it's done really well, it simply isn't worth it. Today everybody wants to do crafting and extensive itemization however it turns out neither good enough nor with any sense of measure. My belief is that non-ARPGs don't necessarily require over the top itemization. For example KotOR had fairly good, simple crafting. Whereas pimping out your weapons in HotU hugely affected looting potential.
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