winneganfake: (Default)
[personal profile] winneganfake
Right. That does it, you lot.

I am fucking sick and tired of your "it's like a sandbox" videogames. Sick of game designers too busy to come up with things like interesting characters, dramatic tension, or even, god forbid, enough plot to last through even just twenty hours of playtime.

Open-ended sandboxes do nothing but bore the fuck out of me, and when the only intensity level in your game is "Oh fuck, I'm gonna die!" the the actual feeling of intensity kinda drop out after the first straight hour of it. And learning endless button-push combos to activate more powerful moves is not my idea of "game rewards player for success."

But giving me a virtual sandbox does no good- nope, nothing. I play to be entertained, goddamnit. Instead of making me hunt around endlessly for the fun, why don't you actually provide some in your game from the get go?


Here's some ideas, most of which I find lacking lately:

Plot (both having one and having one with some depth beyond kill everyone before they kill you.)

Intensity (chibi's nice and all, but can we do with less of the kyoot? Or maybe a balance between cute and "I'm so hardcore my teeth have tattoos"?)

Characters. With motivations. Maybe even backgrounds, or at least decent dialogue. And no, giving the character 10-15 different unlockable outfits does not count as "depth."



Sigh... how much longer do I have to wait for another Final Fantasy? Or a Shin Megami Tensei? Or to just even find an older game that's actually decent on the shelves?

Brought to you by:

Bujingai: The Forsaken City

The Incredible Hulk: Ultimate Destruction

Unlimited SaGa

Anything with the combination of "Elder" and "Scrolls" in its title

The entire GTA franchise

The entire franchise of GTA clones that are just covered over with superhero (or anime, or horror, or anything) licenses.

Every last one of the damn platformers that attempts to masquerade as an RPG.

(no subject)

Date: 2006-07-11 04:45 pm (UTC)
From: [identity profile] luchog.livejournal.com
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.

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