|
|
|
View previous topic - View next topic |
Plot or World? |
I find plot a must have. |
|
27% |
[ 6 ] |
I perfer a large world I can explore. |
|
31% |
[ 7 ] |
RPG's are teh suck!!!!111!!1 |
|
9% |
[ 2 ] |
I think a balance of both would be a welcoming change of pace. |
|
31% |
[ 7 ] |
|
Total Votes : 22 |
|
Author |
Message |
Ironshanks Wandering Minstrel
Joined: 17 Feb 2003 Posts: 134 Location: Shiner's Peak
|
Posted: Tue Jul 22, 2003 11:43 pm Post subject: |
[quote] |
|
Heh, we should add it to the "most cited games" list. Well there isn't one, but if there WAS.
I did like fallout's plot structure, because it managed to be COHERENT while being non-linear. And that's tricky to do. _________________ That's not a broken link, it's a PICTURE of a broken link. It's really very conceptual.
|
|
Back to top |
|
|
LeoDraco Demon Hunter
Joined: 24 Jun 2003 Posts: 584 Location: Riverside, South Cali
|
Posted: Wed Jul 23, 2003 12:35 am Post subject: |
[quote] |
|
Mandrake wrote: | Quote: | or a big world one since Diablo 2. Morrowwind, Dungeon Seige, |
Actually, I never said "big world", in fact I think a smaller world is alot more detailed than a big world. I'm talking about a detailed world....a place where your wandering around and it feels real in some way....has a history. |
Whu? Er, in the poll options, you quite clearly make the dichotomy between plot and a "large world". As "large" and "big" are generally taken to be synonymous in the English language, I can see where most people would take that as the implication you were making. _________________ "...LeoDraco is a pompus git..." -- Mandrake
|
|
Back to top |
|
|
Sirocco Mage
Joined: 01 Jun 2002 Posts: 345
|
Posted: Wed Jul 23, 2003 12:46 am Post subject: |
[quote] |
|
If a game can encompass the world depth of, say, Ultima VII, and still manage to have a coherent and easily followed plotline (meaning that you don't often find yourself lost wondering what to do next) ... that would be perfect in my book. Imagine combining the world of Ultima VII with the plotline of Xenogears.
That'd probably vaporize a normal human brain after the first 2-5 seconds of gameplay, give or take a few seconds for the sheer scale of things to set in.
.
|
|
Back to top |
|
|
ThousandKnives Wandering Minstrel
Joined: 17 May 2003 Posts: 147 Location: Boston
|
Posted: Wed Jul 23, 2003 12:50 am Post subject: |
[quote] |
|
Quote: | As "large" and "big" are generally taken to be synonymous in the English language, I can see where most people would take that as the implication you were making. |
Actually, large and big are COMPLETELY synonymous, and neither relate in any way to detail, except with regard to interpretive scales as in road maps and scale models. Well, I guess that explains some of the confusion.
Quote: | I think exploration and character creation are the most enjoyable parts of RPGs for me. I actually dislike having to play a certain part in a story whether I want to or not. I also favour games where you can do things that you don't HAVE to do to complete the game. And I'm not just talking about getting ridiculously good secret items or some such, but actually finding something that wasn't laid in your path by the developers. |
Something not laid by the developers? Um... how?
Exploration needs to have motivation. In a game like Diablo 2 (which has already been adequately ripped and so will be spared yet another beating from me), non-quest exploration is motivated purely by the search for shiny things left behind by unsuspecting pots and beasties (some, like me, might even call this motivation psychotic). Many other games seem to fall into this category.
Exploration is often also motivated by a search for a better place to challenge and level up your characters, so it sort of blends in with character development.
But ther than those reason, why do you want to explore the world? Perhaps a search for nice graphics and musics, which is understandable. But, beyond that, that is to just FIND more world, is a pretty empty search. World itself has be interesting and have some sort of meaning in order to keep providing motivation. And, how else are the "history and depth" of the world that you all seem to want to find transmitted to the player than through stories? Often the plot in plot-based RPGs is intricate to the world of the RPG. I know I keep saying it, but I don't think it can be said enough. Oh well.
|
|
Back to top |
|
|
Jihgfed Pumpkinhead Stephen Hawking
Joined: 21 Jan 2003 Posts: 259 Location: Toronto, Canada
|
Posted: Wed Jul 23, 2003 12:59 am Post subject: Ah, Now I Understand What "Big World" Means |
[quote] |
|
With regard to ThousandKnives' post: Well, I didn't that RomancingSaga3 was a good game of that type; just that it was a good example. The problems you mention are all fair, but a lot of them seem to be problems in general with that type of game, at least from what I've seen.
And alright, I accept that you would have gotten Zozo without my help. Heh.
---- EDIT ----
Well, ThousandKnives snuck in and posted while I was writing this (the sneak), so that last bit was directed at his post before the last one, if you know what I mean.
---- END EDIT ----
I think I'm beginning to understand what Mandrake means, I didn't before. I assumed he was talking about the difference between exploration-based and linear-based games. But now I see the distinction he was making was more between games in which most of the content is revealed through plot, and games in which most of the content is back-story.
Some games only contain as much historical information as is required to move the plot along, like most console RPGs. Others have lots of additional junk, often towns contain a library or some such place where you can go in and read about the town's/world's history, local customs, that sort of thing. Is that what you mean?
If so, the main advantage I see to world-based content is that it's optional. You can go into the library and look under a topic which interests, or not go in at all, and you still get an enjoyable experience; whereas if you miss out on plot elements, you pretty much have to say "What's going on?"
On the other hand, if one wants history, there's more than enough of it in the real world, and that history has the advantage of real-world applicability, should one ever turn up on Jeopardy or other trivia-gameshow.
Well, that said, I prefer the world-based games all the same. There can be such a sense of discovery about them, and looking for a library so you can find out why the War of a Thousand Tears began beats looking for the Sword of Superior Slayage any day of the week, in my book.
Has anyone played Chronicle of Aidyn (I think I've got the name right)? It was an N64 game, which meant it didn't find as much of an RPGing audience as would have been nice, but it accomplished what I'm talking about rather well, I seem to remember.
|
|
Back to top |
|
|
ThousandKnives Wandering Minstrel
Joined: 17 May 2003 Posts: 147 Location: Boston
|
Posted: Wed Jul 23, 2003 1:10 am Post subject: |
[quote] |
|
Quote: | Some games only contain as much historical information as is required to move the plot along, like most console RPGs. Others have lots of additional junk, often towns contain a library or some such place where you can go in and read about the town's/world's history, local customs, that sort of thing. Is that what you mean? |
I see what you mean, and I think you might be right about your interpretation. Although many games I would think of as being plot-based have libraries, attendents, old men, and other well-informed people who will fill you in on stuff as you wish. Personally, I always view such things as a sign of poor design. That is, if it's important to the story (which it frequently is), the designers should have saught a more elegent way of including such revelations than the old "revealing passage in a book" trick. It's a clumsy way of telling backstory.
|
|
Back to top |
|
|
Ironshanks Wandering Minstrel
Joined: 17 Feb 2003 Posts: 134 Location: Shiner's Peak
|
Posted: Wed Jul 23, 2003 2:37 am Post subject: |
[quote] |
|
Quote: | but actually finding something that wasn't laid in your path by the developers. |
Heh, sorry if that wasn't clear, the key point here was that the thing isn't laid in your path. I suppose it is a bit redundant...I just find it a difficult concept to explain.
I hear you on that last point ThousandKnives. What do you think about non plot-important background and how it should best be presented? _________________ That's not a broken link, it's a PICTURE of a broken link. It's really very conceptual.
|
|
Back to top |
|
|
ThousandKnives Wandering Minstrel
Joined: 17 May 2003 Posts: 147 Location: Boston
|
Posted: Wed Jul 23, 2003 4:10 am Post subject: |
[quote] |
|
Quote: | Heh, sorry if that wasn't clear, the key point here was that the thing isn't laid in your path. I suppose it is a bit redundant...I just find it a difficult concept to explain.
|
Oooooh! Actually, I think you WERE pretty clear, I'm just an idiot. And yeah, actually, when you think about it- things like that kind of serve as informational treasures. Like you open a treasure chest and the game gives you an item, you check a bookshelf and the game gives you a little nugget of information. So, yeah, it can definately be used as another tool for rewarding the player for exploring the world around him. Positive reinforcement.
Sometimes when a game does that though I tend to skip over a lot of it. It's often (there are exceptions, obviously) in some big location that I've already spent a lot of time exploring/ talking to people, and I'm itching to get back out there and kill some more beasties with my newly found/purchased stuff and see what happens next. I guess there is a balance.
There are always balances though.
In FF7, you spend about 5 hours in the first town. Which is actually pretty fun, lots of stuff happens, neat locations and all that. Whee. But then you FINALLY get out into the world and its like "yay! finally! lets explore!" But what happens? You walk 5 seconds to the next town and are immediately punished with an HOUR of backstory. Literally. I had a friend who quit playing at that point, and I don't blame him one bit.
I mean, theres such a thing as TOO MUCH information. Same thing goes for a library with stacks of books each full of pages of text to read. Gimme a break, theres a game goin on here. Pressing the A button to scroll text does not a game make.
|
|
Back to top |
|
|
Mandrake elementry school minded asshole
Joined: 28 May 2002 Posts: 1341 Location: GNARR!
|
Posted: Wed Jul 23, 2003 5:02 am Post subject: |
[quote] |
|
ahhh crapola, more misunderstanding. I think this comes from the games people have played. FF7 is mentioned alot, and personally, i think the backdrop, and the backstory (the history of te world) is very , well, non-existant. Throwing in a few backdrop details, (and using ploys like finding information in a book, were the information is usually a line long and contains such grand revealing truths as "There once was a god of light who fought the god of dark. Big bad things happened, and our world was changed forever, blah blah blah") I find to be very skimpy and not very detailed.
Ultima (esp ultima 4 and U7, dear god....amazing) has a very detailed world, witha very detailed history. You walk around in U7, and people go to bed at nght. They like to walk by the pond at least once a day. The have a life outside of the players life. It's like watching clouds drift by, like birds wafting though the air, or talking to a cat. It's in the very details that make up the world. You can through this stuff in without forcing a non-linear plot.
You can have a world with a mythology (a real mythology, not the psudeo-christianity that most console-style RPG's contain, but a huge pantheon and etc....). It's hard to explain to those who haven't played Ultima, or who haven't played more world absed games.
Yes I included FF originally (the first few), and Dragon Warrior, and these games do have a backdrop and a semi-detailed world. But I guess it can be beyond that. The problem that I see is that a detailed world for you to explore is usually set aside in a story based game.
Although, i do agree with Sirocco....a combo like that would be fantastic. And a very insane undertaking. _________________ "Well, last time I flicked on a lighter, I'm pretty sure I didn't create a black hole."-
Xmark
http://pauljessup.com
|
|
Back to top |
|
|
Raiko I wanna be a ballerina!
Joined: 22 Jul 2003 Posts: 24
|
Posted: Wed Jul 23, 2003 2:02 pm Post subject: |
[quote] |
|
One of my favorite console RPGs was Suikoden for PSX.
I don't remember the story much because it's been so long and I don't have a copy, but in this game, at one point, you defeat a monster and take over a castle.
From then on, you can travel the world and get people to join your cause, thus building up your castle. Eventually you can have your own inn, shop, etc. depending on the people you get to join you.
That had me playing for a while. There was like 108 people you could get, some only after a certain condition was met.
|
|
Back to top |
|
|
Mandrake elementry school minded asshole
Joined: 28 May 2002 Posts: 1341 Location: GNARR!
|
Posted: Wed Jul 23, 2003 4:07 pm Post subject: |
[quote] |
|
I remember that gane. I remember buying it...playing ti for about a day, and then selling it, to my later realisation on how big of a mistake that was. since it took a while to play it, I jsut got bored with kill-kill-kill the baddies to level up, not realising (as I did later when I borrwed it from a freind) that the game itself was really cool. _________________ "Well, last time I flicked on a lighter, I'm pretty sure I didn't create a black hole."-
Xmark
http://pauljessup.com
|
|
Back to top |
|
|
korndog I wanna be a ballerina!
Joined: 03 Jun 2003 Posts: 24 Location: Texas
|
Posted: Wed Jul 23, 2003 5:38 pm Post subject: |
[quote] |
|
I don't know if this is on the same subject, but I prefer the character part of plot above all else. Adding storyline isn't necessary for fleshing out characters. You could go with what you have already, but detail the character's reaction to events.
Like when battles occur. I don't think I've played a game where the standing characters help up the fallen ones. In FF games, if you run, it shows you leave your comrades. Also, If you win and someone is down, those still standing do their celebration dance anyway. It would make the world and storyline more immersive if they'd help them up while the "Gained 300 XP" dialog boxes flash by.
Or, during battles, maybe if player A is friends with player B, and B falls down, player A could walk over and assume a protective stance. That would take less than a dozen lines of code.
Things like this remind me of the detailed actions that can occur during pen-and-paper RPG sessions. It's rarely the world or story that interests me during those games, but it's my friends' reactions to various events that keeps me entertained.
|
|
Back to top |
|
|
Ironshanks Wandering Minstrel
Joined: 17 Feb 2003 Posts: 134 Location: Shiner's Peak
|
Posted: Wed Jul 23, 2003 7:21 pm Post subject: |
[quote] |
|
Definately. Character is absolutely critical to any good story. But again, in an RPG, characters are directly linked to the plot and the setting. It's not like they grew up in space, surely they'd be raised in a certain culture, and experience the world in their own way. I think the characters are hugely shaped by the world, and characters who are invented without regard to the world they live in have a tendancy to seem fake and out of place.
PS: I should really start adding examples to my points, I think it'd be a lot more communicative. _________________ That's not a broken link, it's a PICTURE of a broken link. It's really very conceptual.
|
|
Back to top |
|
|
Guest
|
Posted: Thu Jul 24, 2003 12:07 am Post subject: |
[quote] |
|
the two games I love best of all time are Tales of Phantasia, and Planescape: Torment. A PC game and a console game... and yet... in some areas they share a lot of details.
Torment had the detailed world going for it... Where ever you went there were people going about their lifes.. it didn't simulated it as well as Ultima 7 did.. but they made a good effort. Guards patroled.. builders worked on the broken parts of the city.. people went shopping ;) And somehow.. amazingly the plot never seemed anything less than top level! :)
In Tales.. you actually got to take part in history (going back in time, then going forward in to the world's future). Things like the elves still being alive from the first time period.. and sometimes running in to the desendants of humans you met in the first half of the game, was a really clever touch.. There was.. less world depth to it than Planescape.. but I felt the plot was better managed.. The story seemed to flow smoothly, and stuff that happened was just logical, and there were a few optional things allong the way.. ;)
|
|
Back to top |
|
|
Locrian Wandering Minstrel
Joined: 04 Apr 2003 Posts: 105 Location: VA USA
|
Posted: Sat Jul 26, 2003 2:55 am Post subject: |
[quote] |
|
Im an explorer by heart. I don't need a reason to explore, its just fun. Whenever I end up somewhere outside of the concrete jungles I spend most of my life, I walk around and explore. A couple years back I had a blast in Alaska. Recently I had a lot of fun running around in the forests of Maine. I love games that let me walk around and explore. To go on self serving adventures. Finding a ruin makes me interested in it. Being directed to a ruin through dialog/plot/story is less interesting. Its an added bonus when every now and then you happen upon some awesome uber loot in your explorations/adventures. I used to collect a lot of stuff as a kid. Coins, stamps, cards, comics. I'm a total pack rat and treasure hunter in games that allow me to be. The RPGs I've most recently enjoyed have been Asherons Call and Morrowind. I horded all sorts of shit in both, and often just went around walking about not directly in search of treasure, but just seeing what there is to be seen. Finding pretty landscapes and locales.
A more strict plot would have ruined those games. I don't give a damn about people and thier problems. Screw em. I don't want to be a hero. If I was Spiderman in the recent Spiderman movie, Id let Kirsten fall to her death (cause shes ugly), as well as the kids (I dont know them why should I care), and instead go off and use my powers to explore places otherwise not possible.
Another interest of mine is ancient history, and any ficticious world that has its own in depth ancient history is kickasscool in my book.
So yeah, I voted for world, obviously.
Heh I guess I don't like the more strict definition of ROLE Playing Game, in that you are dumped into the role of some moron that is nothing like you at all. I want to play my own role, in a ficticious world. World comes before characters and story for me. There has to be some story of course, and some direction, but many games are way too oversaturated with it. Its even worse when you don't find it interesting or can't relate to it at all. Though there are always exceptions I guess. Deus Ex didn't have much exploring, was based on our slightly modified real world, and relied heavily on plot and I loved that game.
I have no idea what all I just typed and don't know if I'm still on topic or ever was... oh well. I agree with Ironshank's input anyway... yeah...
Last edited by Locrian on Sat Jul 26, 2003 3:20 am; edited 1 time in total
|
|
Back to top |
|
|
|
|
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum
|
|
|