Neanderthal
Arcane
C&C is not how you spell Elf.
I've never seen an E3 like game actually talk about choices and consequences. People on console can't read the text from the couch they absolutely don't care
How do the later ME games compare to the first one? No spoilers, please.
You're misunderstanding what I'm saying. C&C, even if not implemented particularly well, doesn't necessarily detract from a game. It is rather that developers have made it so that the ONLY thing that defines an RPG is the presence of C&C, hence Mass Effect, Witcher, and so on. There is virtually no substantive difference between playstyles in these games, but "your choices matter!!!1!1" so they're branded as great RPGs. I have to give some credit to the Bloodlines 2 developers for not marketing their game this way, but every other big-budget RPG I've seen in the last few years has been marketed with sole focus on C&C.Okay, but how would the implementation of C&C be detrimental when it is a lie to appease the "braindead masses", and not actually impelemented in any meaningful way? The true problem would be the total lack of innovation, wouldn't you agree?
Despite all the advancements in game production technology and the huge increase in budgets, there has been virtually no focus on gameplay in big-budget RPGs in the last several years.
It's one of the early and popular RTS games which eventually led to RTwP RPGs and games like Baldur's Gate and other Biodrone games.I still don't get why Command & Conquer is even relevant to RPGs.
It's just a marketing buzzword, because actual C&C is still a rare thing.
I've never seen an E3 like game actually talk about choices and consequences. People on console can't read the text from the couch they absolutely don't care
I could go on and on. .
Wizardry 6 has some p cool C&C, thoughCnC has always been an overrated feature of RPGs on the Codex. Is it a cool and interesting feature of RPGs? Yes. It it the sole defining feature of RPGs? Fuck no.
Going by that logic, Mass Effect 2 is a better RPG than Wizardry 6.
I could go on and on. My point is that C&C has seemed to become the defining feature of the genre, and much to the genre's detriment. It seems to me that developers are compensating for their total lack of innovation by shoving something in our faces that has been a given in RPGs for decades. Since the braindead masses and gaming journalists know no better, it works
It seems that nearly every new big-budget game that is marketed as an RPG is marketed with a heavy focus on C&C.
I always thought 'C&C' being important was pretty much just a meme. I mean, what's the point? It's still just narrative. Visual novels have plenty of C&C, but they're still closer to books than games. And I like books, but I don't need alternate endings to enjoy them. No one's clamouring for a version of A Christmas Carol where if you turn to page 450 Scrooge decides to dismiss the spirits as a dream and in the morning he fires Bob Cratchit. Or maybe they are; I guess that's what fanfiction is about, in a way? Are all the storyfags here massively into fanfiction? I'm curious to know.
A good plot can really enhance a game and I certainly appreciate a nice atmosphere and immersion but for me, the mechanical systems are prime. I want something where I'll be forced to make tactical and strategical choices, preferably involving a robust character creation/development system, and where as I progress I'll be encountering new threats and gaining new rewards. All I want the plot to do is provide a nice bit of flavour to go on top of that.
I don't care whether I can pick a certain action (or, more likely, befriend a certain faction) and thereby choose an alternate ending. So long as the plot is engaging, I'll happily take it as a enhancement to the murdering and character development. But the idea that the plot suddenly becomes better/more important simply because you can branch it off into one of a few variants... I don't get it. Sure, it can be done well - but so can a fixed plot. Why would one intrinsically be better than the other?
I'm compelled to yell FAKE NEWS. The choice happens in the Hall of the Dead. That's only a little past midway, I'd say.Only in the end, though
JarlFrank has a fair take on it and makes a good argument for how C&C makes story into part of a game, but for me, even when 'done well', story cannot replace gameplay. So I prefer games that come down on the 'minimalist story, focus is on the gameplay' side of things. From that side of things, it's hard not to see C&C as little more than an excuse for devs to focus less on their combat systems, itemisation and area design, and more on dialogue trees and ending cutscenes.