With the success of massive RPGs like Baldur’s Gate 3 that actually offer player choice again, Peterson is excited to release his game to an audience that does want more again. After a rough period of RPGs where player choice and ingenuity were watered down, there’s now a hunger for more branching paths and player freedom.
For me, what I like to see in an RPG, is the ability to play a game multiple times and have notably different experiences, both in terms of play-style and narrative. It should make me want to go back and play again to see what I missed or how else I could do it.
The idea of having multiple ways to deal with a quest, and having that impact further story beats in meaningful ways is what I want to see. What i don’t want to see is meaningless scale full of nothing but filler.
I don’t think dagger fall is the best example because much of its size was just procedurally generated landscapes. The ability to actually specialize and complete quests in unique ways, as well as a branching story, is great. Mindlessly massive map, not so much.
That is one way to make a good RPG, sure. But some of the best RPGs ever made are completely linear (most JRPGs for example).
Personally I’ve never been a huge fan of JRPGs, Some I’ve enjoyed, but rarely will I ever play them twice.
Also I think there’s a fair argument to be made that if you cannot play a role, if there are no choices to be made on how you play it, it’s not really a role playing game. It’s action adventure if it’s a linear story with only one way to play it.
I think JRPGs do focus on choice, but usually more in terms of the gameplay and deep combat systems with weird synergies to discover. Story-wise… yeah definitely more linear.
Acting like it was the players fault for not wanting that, instead of the companies not wanting to spend the money on the needed complexity…
It’s not necessarily even more expensive to develop, it just impossible to do with the management techniques brought in recent years. Techniques brought in with the intention of streamlining personnel management and to make lay offs easier.
It’s added complexity, which costs effort and thus money. The lack of established teams of course does not help
But you could also make the same argument about graphical fidelity, which has been pushed further and further for decades, greatly swelling the cost of production
Because it is an easy metric and looks good in trailers. Indie games prove again and again, that good games come from good gameplay and not from photo realistic graphics
I agree, but my point was that cost isn’t a sufficient explanation.
I think I particularly agree with @megopie@beehaw.org: one reason we see photo-realism instead of more stylised graphics is that it is more generic, and thus less dependent on a specific team.
The more artistic/creative your work, the less interchangeable your workers are.
It’s companies acting like people who play games are all middle school aged boys that’s the problem.
Considering how a loud minority reacts to anything that they don’t like…
I think even when the companies have a bit of money, they tend to go overboard. I think eg. Baldur’s Gate 3 is actually so long that it’s problematic, I would have been quite happy with it at 2/3rds the length it is. Even worse would be something like Pillars of Eternity 2 - it’s great, but it goes on forever and didn’t make any money. There’s too much of it.
Give us more games like Disco Elysium. Not that long, tonnes of replayability, and more importantly, it’s different. Really different. And the “moral choices” actually mean something.
Yeah I’ve spent considerably more time on BG3 than any other game I’ve played on this console generation, but still haven’t finished it. I could have gone for something shorter, but it’s kinda nice to come back to it every few months and put a few more hours in.
Since most of Elder Scrolls nostalgia today is around Morrowind, it’s always interesting (and a bit funny) to find people (involved or not) who think the series started to derail with Morrowind.
I am not mocking them at all, I get it, Daggerfall and Morrowind are very different games with a different scale and focus. Daggerfall is also… quite overwhelming, and rather impersonal for 99% of its gameplay. I really don’t know what a “modern” Daggerfall would look like.
I can tell you. It would be HUGE absolutely generic open world with AI generated characters and quests, virtually zero human made and interesting quests and gameplay would feel like filling excel spreadsheets. Somewhat like Ubisoft recepe :-D
At least that’s what original Daggerfall 's spirit would be. It was at the time where “the biggest” was simply the catchphrase and Daggerfall was exactly that. The biggest. But also very shallow and empty. Sure there were billions of quests but what for? When for one interesting there were dozens of generic ones? Don’t get me wrong, it was still a great game at the time, because players weren’t as spoiled and something was always better than nothing. At least that’s my impression.
daggerfall is so messed up that the legitimate strategy to beat the game is go in and out of dungeons and waiting for the quest item to randomly appear next to the front door
That’s honestly what I am worrying it would be, and what I meant by a huge part of the game being “impersonal”.
Daggerfall has parts that are fascinating, even long after its time.
Its custom class creator is rather fun. Its magic effect system too… despite some of the most intriguing effects not even working at all. Seriously. You can craft those spells, they just don’t do anything.
Its dungeons are intimidating in scale, and the 3D automap is both a feat and almost no help at all.
There are freaking linguistic skills, plural because there are like 8 different languages or so. They are mostly useless, because they just add a slight chance a monster won’t attack you, but since you don’t know when it works you’ll murder them anyway.
And then there’s the undistinguishable random quests and the grind.
Well, the illusion of choice mostly.
That always takes the fun out of games for me. You can do whatever, but there’s a correct way of following the story, which is subconsciously grasped by the community and thrown down your throat if you deviate and complain you are having issues.