Crichton said:
The player can go anywhere and do any quest. If he's actually supposed to be able to go anywhere and do any quest, because this is an open world, all the quests have to be fun whether the character has gained ability X or not.
I don't like this approach. I only want there to be no transparently artificial barriers. There's no good reason to have every quest available to characters of any level, so long as there are reasonable, natural restrictions.
In fact, I'm not really against some form of "barrier" to travelling between areas. It just ought to seem natural, rather than contrived. It's somewhat vexing to be disallowed from leaving town for no reason, or to come across yet another bridge that was recently destroyed...
If these kind of design decisions are made for technical reasons, it's fair enough, but I'd rather they weren't made for pacing reasons. Putting up a barrier to delay fresh content can be done more subtly, and preferably without a pre-defined, arbitrary trigger.
I don't generally like equipment progression either, but in the case of GTA, it's quite bearable because it's so transient.
I think this is worth consideration.
In most RPGs, you have a huge inventory. That often means that you keep almost everything just in case it's useful, and that you rarely lose most item types. For things like weapons, armour etc., it's often just a slow, linear progression with little variety.
If the environment were rich, and supported a wide variety of items/actions, it'd be interesting to see that used more fully. If the PC didn't have a cartload of items forever up his sleeve, he'd be forced to use what was readily available - providing more variety. [yes - OMG adventure gaem lol
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Perhaps this would make most sense in a setting where carrying various items is naturally limited - e.g. town where carrying any weapon/armour is an offence; a dangerous area where bandits target anyone with a lot of stuff (bandits that win, steal it, and leave you for dead - not pathetic XP boosters)....
Various incentives could also be used to make carrying loads of stuff counter-productive in general - e.g. slowed travel with heavy stuff, bandit attacks, random searches, a lack of (non-unique) key-like items as the only solution to quest X....
Anyway - it's a thought.
Some weapons really are a lot better than others but the first set of weapons available to you is about 80% as good as it gets.
This would be nice too. It'd be a change if losing a good sword meant just that - needing to get another of comparible quality at the next town. The presence of +8 swords of awesome uberness mean that taking away the PC's equipment for any reason is not an option. It ought to be.
Solution to what? What problem would there be if instead of dribblling out whatever these new abilities are throughout the game, they were handed over at the start?
Content is generally appreciated more when it's not all introduced at once. I don't think this is treadmill porn - it's true however the options are introduced. It's just good pacing. Handing things out slowly isn't the problem IMO - the problem is when the hand-outs become the main focus of the game.
We'll bring back the hitman example since I like hitman. Every mission is different because the designers actually make each mission different, but you're working with the same bald assassin with the same stats. How would not letting the the player use the garrote for the first three missions improve anything?
It wouldn't, but as you said yourself - every mission is different. Once you're done with an area, you don't return to it - or if you do, the situation has changed entirely (I'm thinking of Contracts - haven't played the earlier/later ones).
If you don't have character progression, and you want an open world, I think you need to have the environment of that world change over time. For example, having a demonic invasion that actually had some effect on the world, would qualify. Of course, good quest design can create a lot of variety between quests, but in any TES/Gothic... type game there's a lot of time spent wandering around the general environment, rather than in any specific quest. If you're not providing new character options, I think fixed areas (at least some of them) need to change as significantly as Hitman levels vary from one to the next.
I'd love to see that kind of variety / reactivity, but it's hardly a simple task.
[Note: I'm not saying open world RPGs are better than other styles - just that once you decide to make one, progression is an option worth considering]