this post was submitted on 24 Nov 2024
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Gaming

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[–] [email protected] 1 points 1 month ago

Just have a game clock where each sidequest costs a certain amount of time units to complete, and then plot things happen when the clock hits the next threshold. Players would then have to figure out which quests they actually want to work on in the time they have. It’d keep the story moving and add replay value (by forcing shorter completion times, but you can’t do everything in one pass).

It could even be as basic as completing a quest moves you to the next day, and some of the quest markers and npcs have simply gone.

[–] [email protected] 3 points 1 month ago (2 children)

It seems like it's absolutely possible to solve all of the unrealistic problems that exist in CRPGs. You could have a rational encumbrance system, where you can only have the armor you're wearing, minor supplies in a backpack, and everything else has to go on a pack horse. You could have realistic hit points, where a solid hit from an enemy with a sword meant very rapid death from blood loss or organ damage, hits on armor did nothing, you got physically tired quickly and had to actually rest to feel better (ever done HIIT training?, like that), and when you were exhausted you just collapsed and got stabbed to death. They could have realistic movement speeds, where trying to walk across a kingdom would take a month in real time.

But would it be fun? Would anyone want to play Medieval Minor Nobility Life Simulator?

[–] [email protected] 5 points 1 month ago (1 children)

Kingdom Come Deliverance 2 is coming out next year.

[–] [email protected] 2 points 1 month ago

I failed the original game very early on. I've heard that lock picking was MUCH harder on the console than it was on PC; it kept getting me killed. And I was just kind of frustrated, put it down, and never picked it back up again.

...But I loved the history in the little bit I did play.

[–] [email protected] 2 points 1 month ago* (last edited 1 month ago)

Some people do. And that game exists. My sister has been playing some MMO exactly like that.

I, too, like simulations. Though, I want to simulate fake shit so I don't know if that's quite the same because I totally understand the realism vs fun design aspects and I'm not necessarily looking for realistic but believable based on real physics. Dwarf Fortress is the only example of what I mean that I can offer.

[–] [email protected] 5 points 1 month ago (2 children)

Bruh, it's just a game 🤷‍♂️

[–] [email protected] 2 points 1 month ago

But it's a league game. There are rules

[–] [email protected] 2 points 1 month ago

Huh? I didn't read the article, but your comment makes no sense? Only if you misunderstood "the world is ending" as the realworld, I guess...scratches head

[–] [email protected] 1 points 1 month ago* (last edited 1 month ago)

One RPG that does a really great job of circumventing this is Morrowind. Early in the story there are several natural breaks where the PC is encouraged to do side quests and immurse themselves in the world. Once the main quest gets going it starts to take precedence, but the world ending threat builds slowly at first.

[–] [email protected] 10 points 1 month ago

I agree with the other user who said it's a writing problem e.g. choosing the immediacy of end of the world plot device. Unless it's done with very specific circumstances, like Overcooked 1 where the first level is the Spaghetti Monster Apocalypse and then you jump back in time through a portal. I think Dragon's Dogma 2 is a good example of this exact problem the article raises though. It's a relatively short game, but there is no end of the world. There are 2 major events, your destiny as the Arisen to fight the dragon that killed you, and the in-world politics of a government and some corrupt individuals working to prevent this event for their own plan.

I mention this game primarily because it uses a mechanic that many completionists tend to dislike - there are "timed" quests. Not all of them, usually ones that make sense to run out of time on (but again, not all of them.) So for example, at one point there is a quest to attend a masquerade ball, which is a permanent main story quest until you choose to attend. This is the exact issue the premise of the article brings up, where time is infinite until you decide to continue.

And yet, at the same time, there are a few quests where you may encounter a random NPC who is asking for help for someone who goes missing, and if too many in game days pass by, well... They die.

Ultimately I had other pacing issues with the story, but I did really enjoy how it goes about "solving" urgency when an in-game world timer exists. I've never been the biggest fan of time-managed items, (for example, raw potato, ripened potato, rotten potato over the course of 1-3 days), but Dragon's Dogma 1 and 2 both did it fairly well since the items that do expire 1) make sense, it's food, and 2) are in fair abundance. It helps solve the hoarding of your items, gives you a little extra money if you sell it as the right phase, and allows for varied item combinations as well (raw+item = curative, ripe+item = stamina, rotten+rotten = oil for lantern or status effect combinations).

I think really the issue just comes down to what is fun gameplay mechanics? Batman: Rise of Sin Tzu for PS2/Gamecube had timed levels, a mechanic that makes sense for a game centered around saving people before they kill hostages. Star Ocean had an in game timer matched to clocks, so the only way to stop the timer was to turn off the game. After (24?) hours, it's game over. Quite frankly... timed mechanics are usually seen as gimmicky and are not very popular - they may have moments of appreciation, but I'm not sure if it's a beloved mechanic.

Which in turn results in, "I have you now Spider-Man! In just 8 hours my bomb will blow New York to high heavens!" And then the player goes to help every child get their balloon back before the main story progresses.

[–] [email protected] 7 points 1 month ago

Surprised this article didn't mention Ludonarrative Dissonance, which this seems to be an example of.

[–] [email protected] 7 points 1 month ago

This approach is so common in RPGs it's like dwarves with Scottish accents; a better question to ask would be whether there's an RPG that doesn't do it - one that hurries you up instead?

I mean...Dark Souls is the obvious answer, but that's almost a different subgenre of RPG. Dark Souls does have side quests, but they are obscure and often incidental to the main quest. They also skirt this problem by having "time" be a loose concept in the lore - in every game, the world is in the process of slowly ending, in a literal way that fucks up the flow of time.

[–] [email protected] 42 points 1 month ago (2 children)

I don't really think it's a problem at all. It's on the level of game mechanics being taken too seriously like "why does a sword in my backpack weigh enough to slow me down but not a sword in my belt?" or "how come these vegetable merchants are willing to buy random crap I found in a cave?"

Fallout 1 has a hard timer you have to obey before it is too late to do your main objective and you lose the game. That shit stressed me out so much I just didn't continue playing.

[–] [email protected] 5 points 1 month ago

I don't think it's comparable to those examples as it affects the pacing of the story, instead of being just an abstraction of a system.

In my case it has damaged (and in some cases ruined) my experience of the story or made me skip side content, as I can't ignore it.

[–] [email protected] 16 points 1 month ago (1 children)

For me it becomes an issue when I try to make decisions from my character's perspective. If I try to lean into the RP part of RPG then I often feel like I have to leave a load of content behind because it just wouldn't be a high priority.

I agree with the FO1 timer though. I ended up beelining to the necropolis and got trapped in an endgame bunker because I didn't want that timer hanging over me.

[–] [email protected] 3 points 1 month ago

dude i did the same exact thing at level 2. couldnt get out of the jail cell

[–] [email protected] 4 points 1 month ago (1 children)

Does the Outer Wilds solution count?

[–] [email protected] 1 points 1 month ago (1 children)

Time sensitive but you can start the time line over at any point?

[–] [email protected] 1 points 1 month ago (1 children)

True and you can do that as many times as you like. But to really get to the ending, you are racing against the clock.

[–] [email protected] 1 points 1 month ago

!To be honest, I kind of wish they just hadn't bothered with portraying the ending. They set up such cool lore, and I didn't really need the avant-garde film at the end. A cut to credits would've been fine.!<

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