but it'd be just as nice to do away with at least some of that element
It just gets so tedious, having to spend hours just stomping stuff over and over and over, to finally get to a few minutes of actual storyline. One of the reasons I liked Chrono Cross so much is that there wasn't nearly as much of that sort of thing as there usually is, and there was plenty of storyline and side quests to make up for it. It did still suffer from the randomness that most RPGs suffer from.
That's my other problem with most RPGs, unless you're amazingly obsessive and can look at every frigging tile in the game, and show up at every monolith at every phase of the moon in case something happens, you'll need to shell out big bucks for a "strategy guide", or wait a few months before the obsessive types post a walkthrough online somewhere. There really needs to be less of the finding stuff randomly, and more of the finding stuff by talking to people or reading old maps/inscriptions/etc. And plenty of interesting side quests, too.
The thing I like most about Spiderweb is that you're not on rails for the entire game, like you are for most RPGs. There are at least three different paths, and multiple variations of each path, to the end of the game. Vogel is truly amazing in the complexity his story development.
(no subject)
Date: 2006-07-11 04:45 pm (UTC)It just gets so tedious, having to spend hours just stomping stuff over and over and over, to finally get to a few minutes of actual storyline. One of the reasons I liked Chrono Cross so much is that there wasn't nearly as much of that sort of thing as there usually is, and there was plenty of storyline and side quests to make up for it. It did still suffer from the randomness that most RPGs suffer from.
That's my other problem with most RPGs, unless you're amazingly obsessive and can look at every frigging tile in the game, and show up at every monolith at every phase of the moon in case something happens, you'll need to shell out big bucks for a "strategy guide", or wait a few months before the obsessive types post a walkthrough online somewhere. There really needs to be less of the finding stuff randomly, and more of the finding stuff by talking to people or reading old maps/inscriptions/etc. And plenty of interesting side quests, too.
The thing I like most about Spiderweb is that you're not on rails for the entire game, like you are for most RPGs. There are at least three different paths, and multiple variations of each path, to the end of the game. Vogel is truly amazing in the complexity his story development.