Kitchen Utensil
Guest
If they'd improve the gameplay and systems, you'd have a point.Fixing the gameplay would actually improve the game, but take work.
And since there's a limited amount of resources available to do said work, your solution is...?
Cutting the story length does not improve the game, and saves work.
I'm advocating not implementing bloat, in the story and elsewhere, which does improve the game, and saves work.
You're advocating for (or at least defending) the latter. And I call you retarded for that.
And your argument falls apart in a world with finite time, production resources, and creativity. No matter how good your writers are, they are going to eventually start churning out boring, repetitive shit. This happened with TW3, and they had some really good writers by cRPG standards anyway. Same for level/world designers, locations, etc. The game is just too damn big for the quality content it contains.
I'll take this argument one notch further: people like you who value size, length, and scope, or imagine that it's possible to make games of vast size, length, and scope and high quality, are the one of the main reasons for . Nerds raging because a game is "only" 30 hours are why teams pad it out to 50, 100, 150, which means that depth goes out of the window and we get levelled loot, levelled enemies, level scaling, numbers bloat, and other shit that scales up easily.
You, fork, are the reason for and it is a sad reflection of where the Codex has come that you probably reflect the 2020 konsensus better than I do.
But they won't. They're cutting story length and gameplay systems.
It's called maximising profit.
And to say a few words about that OT wank you managed to sneak in: The Codex is declining just fine without my input. Every shit game gets praise here, terrible indy crap, Paradox AA rip-offs or dumbed down AAA-shit. The shills are the reason for the decline, not me. Not much longer and this place will be indistinguishable from reddit.
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