It seems to me that C&C is incompatible with most mainstream RPGs because of how limited their narrative scope is.
If your plot is 'kill the baddy dragon' then there's very little room to maneuver in that narrative space.
I think it's the exact opposite tbh; the more open your goal is, the more there is to change besides that.If your plot is 'kill the baddy dragon' then there's very little room to maneuver in that narrative space.
Open the amusement park and farm the visitors for easy xp and goldIt seems to me that C&C is incompatible with most mainstream RPGs because of how limited their narrative scope is.
If your plot is 'kill the baddy dragon' then there's very little room to maneuver in that narrative space.
1 Kill the dragon and collect from the villagers
2 Let/help the dragon eat the villagers
3 Robe everything and run leaving them deal with it
4 Negotiate with the dragon to help the villagers to open an amusement park
5 Romance the dragon and become the dad of the dragonborn
6 Do every other side quest and eventually forget about this one
Agree, but this is only true if the C&C isnt part of the gameplay.Thing is: "C&C" has little-to-no bearing on the overall quality of an RPG's game play loop.
I'm tired of all the "gray, morally ambiguous" crap where everyone turns out to be the bad guy in the end. That might appeal to teenagers who want to act really grown up and cynical, but I actually am grown up and don't need to fake it anymore.
So here's my idea: Have two sides. One is bad. The other is worse. There are some subtle hints about which side are the real bad guys, but you have to actually pay attention to the game to figure it out.
This is what annoys me about "you have to choose between killing an old man or raping a teenage girl". Not only am I unable to rape the teenage girl, but it's clear both sides are bad. At least New Vegas lets you choose between two factions that have good intentions behind all the bad things about them.
Another reason why I never thought very highly of the whole concept of "choice and consequence", is that very rarely do the choices you make really matter, because they all have to "even out".
This means that in most RPGs that offer this feature, no faction is ever "right", because they are all hiding information and misdeeds from you. Very rarely can you uncover information that can make you think more objectively that one faction is "right", because usually the designers try to make a balanced gameplay experience for everyone.
This is what annoys me about "you have to choose between killing an old man or raping a teenage girl". Not only am I unable to rape the teenage girl, but it's clear both sides are bad. At least New Vegas lets you choose between two factions that have good intentions behind all the bad things about them.
Ceasar Legion are batshit insane and the moment Caesar is dead they will be nothing but a band of organized raiders.
Proc gen quest/cnc aren't an ideal, but a matter of practice d00d, and seem further away because few are dabbling in it, so of course it isn't good.But thats kinda the whole point of SMT. God (later retconned to be Demiurge) is crazy asshole. The devil/Lucifer is initially portrayed sympathetically, but his ideal world is equally terrible. In SMT 3 besides Law & Chaos you also have a nihillistic Buddhist asshole.
Basically the whole point is, despite the fault of the current system the world is running in, the balance between Law and Chaos is the best. If you went extreme on any of the axis things start to unravel fast.
In the latest SMT4 Armageddon even the Neutral path has 2 options, the classic moderate one, and basically Extrimist Kill Em All Neutral and be Adam and Eve of the new world.
Being extreme is bad and lead to ruination is the whole point of the series. Thats why arguably the best ending in traditional sense is always the neutral ending.
EDIT: And those of you advocating procedural CnC, it will be shit. Game and all programs has internal logic to them. You would probably has 10 variation of 10 different thing all equally uderdeveloped. A game where anything is possible is a game where nothing matters. The ideal reactive world is so far away as it constitutes programming all the possibilities instead of "just make it reactive d00d"
Proc gen quest/cnc aren't an ideal, but a matter of practice d00d, and seem further away because few are dabbling in it, so of course it isn't good.
I'm tired of all the "gray, morally ambiguous" crap where everyone turns out to be the bad guy in the end. That might appeal to teenagers who want to act really grown up and cynical, but I actually am grown up and don't need to fake it anymore.
So here's my idea: Have two sides. One is bad. The other is worse. There are some subtle hints about which side are the real bad guys, but you have to actually pay attention to the game to figure it out.
Are you going to say New Vegas' combat is fantastic?
Are you going to say New Vegas' graphics are great?
Are you going to say New Vegas' is brimming with stuff to discover?
New Vegas is my favorite RPG of all time, but only because mods exist. What makes New Vegas good is the writing and the quest design (+ writing in all its incarnatinos), everything else is garbage.