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cRPG quests and 70's television series

Gambler

Augur
Joined
Apr 3, 2006
Messages
767
Nothing really broke while doing that, though.
That's because there was nothing to break in the first place. F1/2 main plot was virtually inexistent.
 

bryce777

Erudite
Joined
Feb 4, 2005
Messages
4,225
Location
In my country the system operates YOU
denizsi said:
Personaly, I lose any motivation to play an RPG if there isn't a story or some quests that are more than filler content. Exploration elements and character development might keep me busy on their own for sometime, but after a while, it's bound to get boring. Especially since the gameworld simply can't keep reacting to my character's development forever. Why waste all that time on some virtual shit world with nothing emotional to keep me hooked? I'd rather spend that time on exploring the real world locations within my reach, or do anything else useful.

Quests need to be more complex perhaps, to support ever-growing gameplay and character options. If MMORPGs were done right in the first place, ie. players forming factions, forming stories and lores of their own, it might be an interesting option to waste such time on them. Alas, MMORPGs are moron magnets.

Ultimas had plenty of story and so did wizardry 6, they are just presented in a different fashion. Instead of having hod your hand quests and plot, you would find bits of story over time and have lots of dialog that didn't necessarily have any sort of a plot element to it.

It's like the difference between scripted and nonscripted. Scripted crap is easier to do, but gets very wearisome.
 

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