Eyestabber
Arcane
Trash mobs are bad, trashtext is bad, but here's what you people are REALLY overlooking: disconnection between in-game narrative/setting/"lore" and actual gameplay mechanics.
One of the main reasons why many consider Fallout to be GOAT is the fact that the game responds well to your character development choices. There are hundreds of "low intelligence run" videos on YT and several dozen short videos showcasing how to get a particular outcome on a given quest/town. When I played Fallout back in the day young naive me thought "DAMN, in the future games will react to EVERYTHING about my char". And what happened was the exact opposite.
I recently went on about this on the Iratus thread (won't self quote, you can read my rant here) and this issue isn't exclusive to RPGs, but due to their more story-oriented nature (compared to, say, FIFA games), RPGs are easier to analyze.
Take Dragon Age, for instance. Very early in DA:O you're told that mages need their mana potions and some get addicted to the stuff, become druggies and shit. You also uncover that even some Templars get hooked and become dirty cops, helping mages smuggle magical cocaine. Sure, great premise, I like it! Except...you can have as many mages in your party and mana management will never lead to addiction, legal troubles or anything of the sort. The narrative and the gameplay exist in different realities. That's the hallmark of a mediocre game. Same goes for blood magic: you can cast all BM buffs in front of templars, nothing is gonna happen, lol.
Now compare this to VTMB. The game adapts some really simple premises, but it takes them seriously and the result is a memorable experience with tons of replayability. Nosferatu are ugly, so you have to take the sewers, Malkavians are nuts, so you hear objects talking to you, Toreador are pretty boys, so you get your blood fill from club thots instead of hobos. All these things have an in-game mechanic backing them up.
That's IMO the "essence of games", in a sense. A movie/book has a story, but you don't interact with it. Chess has gameplay, but there isn't really a narrative going on. Vidya OTOH is unique in the sense that it is the only media in which you can have this intimate interaction between narrative and mechanics, with one helping develop the other. But instead of games becoming better...GAMES with time, what we got was an identity crisis, with games trying to become shitty imitations of other forms of media.
And it's funny, because that's a lost battle at this point in time. Everyone just accepts that the thing you PLAY and the stuff you read/hear can be in direct contradiction and it's all fine. PoE had guns, but no cannons and medieval castles were still all the RAGE and only the Codex bothered to notice. More mainstream titles like GTA have a protagonist going "OMG, I can't take this life of crimes anymore, I can't even think about taking another human life again, blablabla" and two seconds later you're back to killing hookers for easy cash.
Eh... ¯\_(ツ)_/¯
One of the main reasons why many consider Fallout to be GOAT is the fact that the game responds well to your character development choices. There are hundreds of "low intelligence run" videos on YT and several dozen short videos showcasing how to get a particular outcome on a given quest/town. When I played Fallout back in the day young naive me thought "DAMN, in the future games will react to EVERYTHING about my char". And what happened was the exact opposite.
I recently went on about this on the Iratus thread (won't self quote, you can read my rant here) and this issue isn't exclusive to RPGs, but due to their more story-oriented nature (compared to, say, FIFA games), RPGs are easier to analyze.
Take Dragon Age, for instance. Very early in DA:O you're told that mages need their mana potions and some get addicted to the stuff, become druggies and shit. You also uncover that even some Templars get hooked and become dirty cops, helping mages smuggle magical cocaine. Sure, great premise, I like it! Except...you can have as many mages in your party and mana management will never lead to addiction, legal troubles or anything of the sort. The narrative and the gameplay exist in different realities. That's the hallmark of a mediocre game. Same goes for blood magic: you can cast all BM buffs in front of templars, nothing is gonna happen, lol.
Now compare this to VTMB. The game adapts some really simple premises, but it takes them seriously and the result is a memorable experience with tons of replayability. Nosferatu are ugly, so you have to take the sewers, Malkavians are nuts, so you hear objects talking to you, Toreador are pretty boys, so you get your blood fill from club thots instead of hobos. All these things have an in-game mechanic backing them up.
That's IMO the "essence of games", in a sense. A movie/book has a story, but you don't interact with it. Chess has gameplay, but there isn't really a narrative going on. Vidya OTOH is unique in the sense that it is the only media in which you can have this intimate interaction between narrative and mechanics, with one helping develop the other. But instead of games becoming better...GAMES with time, what we got was an identity crisis, with games trying to become shitty imitations of other forms of media.
And it's funny, because that's a lost battle at this point in time. Everyone just accepts that the thing you PLAY and the stuff you read/hear can be in direct contradiction and it's all fine. PoE had guns, but no cannons and medieval castles were still all the RAGE and only the Codex bothered to notice. More mainstream titles like GTA have a protagonist going "OMG, I can't take this life of crimes anymore, I can't even think about taking another human life again, blablabla" and two seconds later you're back to killing hookers for easy cash.
Eh... ¯\_(ツ)_/¯