You just have to watch out that people don't do anything to deadlock their run by trashing an important item or killing an important NPC. That's the other side of the matter.
I think the bigger problem is that writing has come to be seen as separate from level, quest and encounter designs. So the people who write narrative don't have much to do with basic gameplay and so when narrative dominates, we get passable gameplay at best. At the very least quest, encounter and level designs should be strongly linked. Because they are, whether the devs intend it or not.
no quests, no stats, no combat
just a story you read through
thats a true rpg
no quests, no stats, no combat
just a story you read through
thats a true rpg
You say this, yet you dismiss the so-called golden era, which was exactly this for the most part, and praise the Renaissance era, which put far more attention to narrative for the most part.Instead of narrative designers, there should be combat system engineers, combat encounter designers and dungeon designers.
Oh well, must be that time of the month.Your stock just plummeted. Welcome to my iggy bin.
Reason: Pretentious storyfaggot/artfaggot.
Think you hit a nerve there.Who's Ignoring Magnat
4 Lilura
It's not the first time she did that.Think you hit a nerve there.
Artniggers are right up there on the gallows with storyfaggots
Indeed. The worst 'Dexers are these.
I am beginning to cringe more and more when an NPC approaches me and says I "might help him". Well thank you very much sir, how about you shove it? Thank you for adding clutter to my game!
You say this, yet you dismiss the so-called golden era, which was exactly this for the most part, and praise the Renaissance era, which put far more attention to narrative for the most part.
no quests, no stats, no combat
just a story you read through
thats a true rpg
What if you consider level design an art form unto itself, comparable to painting or sculpting?
Because level design definitely is an art form like this, and games like Deus Ex and Thief are the perfect examples of level design as an art done right (RPGs with good dungeons also apply).
Context is key to enjoyment in games, I would argue, for everyone playing them. I think people who say stories don't matter in games are fooling themselves. Doom is a great shooter but the context of you being a badass marine lone survivor taking on the forces of hell on mars is what pushes it over into awesome territory, and the atmosphere, music and art direction with cool demons and weapons go along with that. If you were a nobody fighting grey blobs the whole thing wouldn't work.
You say this, yet you dismiss the so-called golden era, which was exactly this for the most part, and praise the Renaissance era, which put far more attention to narrative for the most part.
no quests, no stats, no combat
just a story you read through
thats a true rpg
What if you consider level design an art form unto itself, comparable to painting or sculpting?
Because level design definitely is an art form like this, and games like Deus Ex and Thief are the perfect examples of level design as an art done right (RPGs with good dungeons also apply).
Something tells me that Lilura's iggy bin is gonna get much larger today.
Obviously I'm not saying that. But it did have a story, and it added to the experience. Although I will agree that most stories in games are a waste of time and make me think they shouldn't have bothered to begin with, despite being a storyfag at heart myself.Context is key to enjoyment in games, I would argue, for everyone playing them. I think people who say stories don't matter in games are fooling themselves. Doom is a great shooter but the context of you being a badass marine lone survivor taking on the forces of hell on mars is what pushes it over into awesome territory, and the atmosphere, music and art direction with cool demons and weapons go along with that. If you were a nobody fighting grey blobs the whole thing wouldn't work.
Yeah, Doom is the perfect example of a highly involved storyfag game with plenty of deeply written quests, hundreds of lines of dialogue, well-developed characters, and hours of cutscenes.
I used to think ignore lists were exclusively for fags but it seems fags and women are kindred spirits.Something tells me that Lilura's iggy bin is gonna get much larger today.
Considering Lilura's love for Deus Ex and the Baldur's Gate series, both of which live off their level design, she's bound to agree with me.
Yes but she says level design is science not art.
I am beginning to cringe more and more when an NPC approaches me and says I "might help him". Well thank you very much sir, how about you shove it? Thank you for adding clutter to my game!
Considering Lilura's love for Deus Ex and the Baldur's Gate series, both of which live off their level design, she's bound to agree with me.
Yes but she says level design is science not art.