Pink Eye
Monk
Oooh. Well I hope newcomers enjoy Kingmaker!
Oooh. Well I hope newcomers enjoy Kingmaker!
Shut your retarded ass up faggot.That's a switch
Shut your retarded ass up faggot.That's a switch
Well it depends on the rest of the game really, not every story needs a big huge epic ending. I agree it can be annoying and tryhard if it doesn't match the tone of the rest of the story (like Fallout or something) but something like Kingmaker or DA:O or KotOR, where it's appropriate, is something I find satisfying if it's well-executed.
Most of the best storyfag games have a more personal-scale story, but that doesn't make epic-scale stories inherently bad.
It is not a good thing to have the villain unconnected from the player's actions. "Why do I care about any of this" is a very natural question for RPGs, and having someone hunting you from the beginning is a powerful motivation. Mere curiosity pales in comparison. It is one of the things PoE failed at.Xamenos I do think BG1 would have been improved without the opening Sarevok animation. Without it, there isn't any initial connection between your attempted murder and the iron plot that unravels. The player doesn't have much reason to suspect the "armored figure" is THE villain, rather than a menacing henchman. The moody dreams and emergent powers aren't connected to anything, and provide a sense of mystery--something to look forward to, be curious about. Only when you come full circle back to Candlekeep do you get the big reveal over these mysteries and how they are intertwined.
That's very different from BG2, where Irenicus is your object the entire time. BG2 isn't about discovery, it's about the ride. The story is about getting Imoen back or exacting revenge. His early reveal is necessary, because he gives you somethinig to do. Curiosity is a very distant motivation and not supported well. Where BG2 would have been much improved, is if Irenicus had stolen your soul from the beginning and inflicted MotB-esque problems on the player. Holy cow, would that have been incredible. Different topic though.
The problem with Kingmaker's plot, is that it tries to create a grand sense of mystery about where the problems come from, which it basically tells you their source from the get-go. Every NPC expounds about the crisis being unknowable, when the player (functionally) does know. The game throws some twists in there, but as a player I ultimately didn't care because there was nothing to really discover in the first place. That's the importance of mystery. It gives the person something to be curious about, something to discover. It's a motivation to move forward. The allure of the unknown is powerful. In an age of instant information verging omniscience, that's a fantasy trope with a lot of value.
They don't work in PnP either. You do not want the players asking "who the fuck is this guy and why do I care about him" when the ultimate bad guy is ultimately revealed, and it is inevitable when you have those retarded twists just for the sake of having twists. Thank fuck Owlcat fixed it, as I've explained previously there was no way in tabletop for the players to learn that Nyrissa even existed before Pitax.I had a look at a few of Pathfinder's adventure paths, and their plots often seem to be along the lines of "Villain A is manipulating Villain B who's manipulating Villains C, D, E and F, who have a bunch of lesser villains under their orders, and the lesser villains also have their own servants." The existence of villains A and B is something that the players usually learn quite late, and it's quite possible that the party won't even get a chance to kick Villain A's ass. Such things may work in pen-and-paper, but I don't think they'd be very satisfying in a video game.
Isn't the Watcher hunted from the start of PoE-I? Or were you talking about PoE-II?having someone hunting you from the beginning is a powerful motivation. Mere curiosity pales in comparison. It is one of the things PoE failed at.
Both Icewind Dale games have """mystery""" villains in a certain sense, even if in the second one you find out who the final enemies will be pretty soon. I think it worked pretty well in both games.They don't work in PnP either. You do not want the players asking "who the fuck is this guy and why do I care about him" when the ultimate bad guy is ultimately revealed, and it is inevitable when you have those retarded twists just for the sake of having twists. Thank fuck Owlcat fixed it, as I've explained previously there was no way in tabletop for the players to learn that Nyrissa even existed before Pitax.I had a look at a few of Pathfinder's adventure paths, and their plots often seem to be along the lines of "Villain A is manipulating Villain B who's manipulating Villains C, D, E and F, who have a bunch of lesser villains under their orders, and the lesser villains also have their own servants." The existence of villains A and B is something that the players usually learn quite late, and it's quite possible that the party won't even get a chance to kick Villain A's ass. Such things may work in pen-and-paper, but I don't think they'd be very satisfying in a video game.
The only game I can think of where a mystery villain worked well was PS:T, and that was a game with fare more mysteries than the villain.
You are never hunted in PoE. You get mixed into Thaos's ritual by accident and you go after him and his organization for answers. In the beginning he doesn't know you exist, and he doesn't consider you a threat or does anything specifically to stop you before the very end of the game. It suffered terribly from the "why the fuck am I doing this" problem I described above.Isn't the Watcher hunted from the start of PoE-I? Or were you talking about PoE-II?
While I wouldn't go as far as to claim they were bad, I wouldn't really describe either ID game as having a good story. I'd certainly put them as having the worst story out of all IE games, with the lack of a proper villain like Sarevok or Irenicus being a not insignificant factor.Both Icewind Dale games have """mystery""" villains in a certain sense, even if in the second one you find out who the final enemies will be pretty soon. I think it worked pretty well in both games.
The whole plot of POE1 is essentially its "magical illness/power" that says that you-possibly-will-go-crazy-someday because every Watcher is supposed to end up crazy sooner or later or whatever. And for some reason it's assumed (which is a super leap of logic) that the guy who did this to you (indirectly, you got caught in the middle of the thing) for some reason could undo it. The rest comes from that.
Initially, you have no direct link to the villain because technically what he "did to you" wasn't even intentional, and you have no specific reason to believe that he can solve your problem beyond the fact that he is the one who caused it. It's not like he burned down your hometown, or is universally known to be evil or anything. That's why Thaos is such a weak villain, there's no clear opposition between him and the protagonist for most of the plot.
The whole plot of POE1 is essentially its "magical illness/power" that says that you-possibly-will-go-crazy-someday because every Watcher is supposed to end up crazy sooner or later or whatever. And for some reason it's assumed (which is a super leap of logic) that the guy who did this to you (indirectly, you got caught in the middle of the thing) for some reason could undo it. The rest comes from that.
Initially, you have no direct link to the villain because technically what he "did to you" wasn't even intentional, and you have no specific reason to believe that he can solve your problem beyond the fact that he is the one who caused it. It's not like he burned down your hometown, or is universally known to be evil or anything. That's why Thaos is such a weak villain, there's no clear opposition between him and the protagonist for most of the plot.
Watcher felt like Nameless One from PS:T
It reminded me more of the Spirit-Eater in MotB. Unlike in MotB, though, it didn't feel like that was particularly connected to the rest of the things going on around you.The whole plot of POE1 is essentially its "magical illness/power" that says that you-possibly-will-go-crazy-someday because every Watcher is supposed to end up crazy sooner or later or whatever. And for some reason it's assumed (which is a super leap of logic) that the guy who did this to you (indirectly, you got caught in the middle of the thing) for some reason could undo it. The rest comes from that.
Initially, you have no direct link to the villain because technically what he "did to you" wasn't even intentional, and you have no specific reason to believe that he can solve your problem beyond the fact that he is the one who caused it. It's not like he burned down your hometown, or is universally known to be evil or anything. That's why Thaos is such a weak villain, there's no clear opposition between him and the protagonist for most of the plot.
Watcher felt like Nameless One from PS:T
A journey to find out what/who you are.
PFKM plot problem, is that it pretends to be a mystery
Actually no. She had nothing to do with that specific subplot. That was all by the king of pranks. During a specific segment, before that chapter starts. You will visit her in a dream like place. You can ask her questions about whether or not she was responsible. She will reply she had nothing to do with it. If you played the Varnhold DLC you get information about the Lantern King and his whole prank on the Lich.
Xamenos The issue with villains in PFKM, is that the player doesn’t need one. Not for a long time. The player is attempting to seize what has been impossible to hold. Forging a kingdom is its own problem. You don’t need a villain. The player is attempting to tame the untamable. Through the course of that, discovering the root is emergent without a Big Bad.
So the region can’t sustain a kingdom because of ancient curses woven into the land? It’s only natural that the tamer would pursue the root of the curses. An early Nyrissa reveal spoils that. It doesn’t matter if there is a twist with Nyrissa—we know she’s the problem because they show her to us immediately. BG1 gives us unrelated issues that tie together later. PoE simply fails miserably in the delivery. PFKM plot problem, is that it pretends to be a mystery after they’ve deliberately spoiled it from the onset.