DriacKin said:
Paula Tormeson IV said:
Demnogonis Saastuttaja said:
Less stuff you have to do, and more stuff you can do.
This!!!
This is ok for sandboxy or open-ended RPGs like Fallout, Morrowind, Arcanum, etc...
But, it doesn't really work quite as well when the developer is trying to create a more story-driven experience like Torment, Bloodlines, Mask of the Betrayer, etc...
One thing that you can always make optional is combat. There is no story that would require the player to take part in combat or crawl through badly designed dungeons of hack & slash. Mind you, there are stories that require the player CHARACTER to do so, but that's different. (I want a feature that lets you "auto dungeon-crawl" the MAIN-QUEST dungeons and wilderness areas, meaning that when the PC absolutely has to clean a dungeon of monsters, the game would offer the player the possibility to skip doing it manually. A certain amount of exp and loot would be automatically added to the PC's previous exp and loot, etc.)
I'd also say that Morrowind seems about as linear story-wise as MotB. Of course, they are a bit different in other ways.
In MotB, you don't have to find the mask pieces to complete the game in three slightly different ways (finding the pieces brings you the fourth ending). There is at least one major main-quest area you can skip. Skipping it means that you don't have any chance of finding one of the mask pieces. Perhaps another area can be skipped if you don't skip the one I skipped, and perhaps there are more things that can be skipped without fore-knowledge of any kind. It's not exactly just one story, since it has four different endings, some of which you rule out by treating your NPC's in a certain way, having certain NPC's, and having certain kinds of discussions with them. So it's relatively interactive in terms of any possible "story" the writers or designers may have wanted to tell. (Edit: I don't actually remember how you get those different endings. Lulz.)
Although you can reportedly trick-beat Morrowind in a couple of minutes, the main-quest path that I'm playing (I think there may be two) is linear, long, and so with lots of have-to's. The other path, if it's indeed another path, is probably similar in those terms. The only "can" in that game, apart from choosing whether to follow the first path, or the second, or both, seems to be the exploration of scattered dungeons and joining guilds and performing "duties" to advance in rank, and some non-guild side-quests. But none of that stuff is very interesting, because it doesn't affect the main-quest or anything else in a significant way, and no matter how much you do it, there's still a gigantic "have-to" left, in the form of a long, linear main-quest.
So I'm not asking for a bigger MMORPG. I'm mainly interested in freedom in the context of main-quest, which is usually the only "have-to" in these kind of games. Something that could be completed in two hours but in 10 almost completely different ways without fore-knowledge would be fun. Some of the ways could be much longer than two hours.