–" A lot of current games are going for a more cinematic experience. What we’re going for is a more personal narrative. We want to make this feel like a truly epic story for the person involved. The stories in current RPGs always seem to be about saving the world, or do something important or millions of people will suffer. We wanted to tell a story that would be inward, more introspective thing that still feels like a tremendous story."
See, I don't get this sort of 'criticism' of current games.
What criticism? Are you a moron? Observation = criticism?
But the replies implies that's a new phenomena.
It does not. "Current RPGs always seem to be about saving the world" does not preclude "past RPGs always seem to be about saving the world."
He could have said, accurately, that "
all RPGs always seem to be about saving the world"
But...
The question was, "CoG – Are you taking any cues from more
modern RPGs?"
So he had to talk about current RPGs, you fucking moron.
That they attempt it was all fine, but they phailed miserably - the reason being the gameplay fucking sucked and there was too huge mismatch between storytelling and gameplay.
Why are you a moron too?
The reason DA2 sucked was because its combat system and its encounter design was absolute shit.
Not because of some academic literary mismatch WTF.
The one conclusion I'd probably agree with you on, and Volly implies also, is that the scale or type of the plot doesn't make a game better or worse. Quality of implementation isn't dependent on high level design choice.
And finally, "We're developing a more personal narrative, rather than a cinematic one" does not really say the same thing as the original statement, that typical RPGs don't allow control over an involved storyline. A personal narrative does not inherently lend more control to the player over storyline. I think the scale of the plot - personal vs "epic" - is a separate topic from how much interactivity and control a player has over said plot.
Perhaps it's easier to write a personal storyline that is more player-managed... but I dunno, I don't see how it can't be tried with an epic narrative.