St. Toxic
Arcane
A combat encounter offers plenty of content and entertainment to the player, even if the monster is generic.
You mean to say "can offer". But why stop it there? A good combat system, if that's all it takes, shouldn't need a generic monster. An abstract shape could be equally challenging. In fact, a visual representation of what it is you're fighting, or where, seems wholly redundant in this context. The combat system in itself needs no additional assets to be good.
Since I don't want to get hit with another link to the Oblivion wiki, I'd be stupid to talk about "those" people who view combat, at best, as a passable bridge between islands of escapism.
Take Silent Storm, for example. It's a pretty good tactical game about fighting bad guys. The bad guys are generic as fuck and the plot is non-existent, but the combat system is good and killing these generic bad guys is fairly entertaining and is the content of the game.
What's "bad guys" supposed to mean in a game where you choose sides? Who were the bad guys in Red Alert or Warcraft? It's just a classic case of a third-party manipulating two sides into killing each-other, they're all 'bad guys'. But I digress. The plot was about as non-existent as in those other two games, except your characters would interrupt combat to engage in dialog all the fucking time telling you about it.
Listen, you lost me, what's this example supposed to illustrate? That SS wouldn't benefit from a stronger plot and a more fleshed out world? I mean, from what I can remember, you did go hunting for blueprints and pick up clues and plot-points and backstory. So we could eliminate all that and still come up trumps with good combat? Well, sure. But at what point do we start caring about how our decisions interact with the world?
A poorly designed and/or overly simple "moral dilemma" offers very little content and entertainment.
Why so? If a poorly designed and/or overly simple world can act as a decent enough device to further good combat, why wouldn't a poorly designed and/or overly simple moral dilemma be a decent gateway for good gameplay? I mean, what's the meat and potatoes here? You have experience, you have loot, you have good combat. Throw in some arbitrary moral choices into your hollow world that split off players from all taking the linear roller-coaster path of your average Diablo clone and you're 1up on any game that doesn't. Right?
Mind, we aren't talking about false choices here, shit that just adds bonuz points to your Rebel-o-meter, but choices that give players vastly different experiences with their individual playthroughs. But what we also aren't talking about are choices that engage you emotionally, that's redundant faggot larping is what that is.
Same way we don't need to know the details of why things are as they are in the world to appreciate them, or require strict adherence to the physical reality that we're presented with. If we're told radiation is dangerous, and later pick up a perk that heals our bodies based on how irradiated we are, it doesn't have to make logical sense to be a good addition to gameplay. Right?
Backstory that doesn't result in loot or exp or you beating the game is pointless. Same thing for relics left behind by people you'll never meet that probably died years ago; boring. Why would anyone strut around collecting holodiscs, documenting pre-war shit that has nothing personally to do with you? I'm quite serious, game-devs think that throwing some inane books around in your empty vacuum of a world gives it a backstory, when it's plain to see it's been manufactured in a way that's not consistent with anything other than practical consideration for the player's progression in it.
Well, I mean, naturally, a well thought out world makes scraps of information like that interesting rather than tiresome. You start caring about shit that isn't in the game itself, but would have existed had the game been a universe of its own. Then, maybe, if you've gotten this far, you might get the player to care about so-called moral dilemmas in ways more than the obvious reward/loss meta mentality.
Of course, with the current state of the industry no I'm kidding, that's not really an argument. It's just the lamest excuse for cynicism I've ever heard. Forget about W2, which we all know is going to be total garbage. What's wrong with the design ideal of making a world internally consistent and plausible?
Meanwhile, plausibility in regards to environment, creatures, gameplay and the like......will solve all our problems and make everything better. Because that's why many games suck - they aren't plausible enough.
I guess you're being sarcastic here, but this seems to me a completely true statement. An author that writes books where characters are nothing more than devices for driving a plot forward is hardly probing the depths of humanity, he's just feeding himself at the expense of the ignorant masses. That's all well and good in itself, but don't go calling it literature.
Look, I'm just surprised that you argue for an emotional attachment to choice, but against an emotional attachment to the game-world. When I pulled the same stunt where morality was concerned, saying that it's equally valid as just a useful link between various gameplay mechanics and hardly needs to satisfy any other criteria to be good, you flat out refused to listen. Here, we're talking about the world being plausible and consistent, so that you can easily immerse yourself in what it has to offer and get emotionally attached, and you're playing my card, saying that, as long as the gameplay criteria are satisfied, the world can afford to be little more than a backdrop to set the mood. How is this not a contradiction?