Terra
Cipher
- Joined
- Sep 4, 2016
- Messages
- 897
Power of friendship - mostly a jrpg exclusive, there's a tiny subset of games that can just about get away with it, but for the most part I'm rolling my eyes when the motley crew of teens explains to the fuck off uber big bad how their friendship is going to stop the cataclysm heading towards their face. Yeah...
Reams of exposition - jesus christ, Torment Numer-something is in its own class here. I've still yet to make it out of the opening act or town because getting through the mountains of text is like scaling a mountain. A "gameplay" session constitutes me firing up the game, speaking to some random, inconsequential NPC and ever time without fail, they're some obnoxious chatterbox, yammering on about things that have absolutely no bearing on my quest. Pillars 1 also did this to a lesser extent with gold NPC backers and Kingdoms of Amalur also gets a shoutout for populating its Fae towns with 10 NPCs that all tell the same story in 10 very slightly different ways, but with each being a fully voice acted ramble for several minutes, covering things you already know. Devs of days gone by definitely had a better handle on brevity, I think back to classic WRPG+JRPGs of old, and towns were a pleasure to explore, inconsequence NPC dialogues were short & snappy, with larger exchanges being saved for actual important NPCs. If its a companion character, by all means, give me more (although keep brevity in mind, don't fall into the Shadowrun: HK overindulgence trap either), but "X thousand words lovingly distributed to irrelevant roadside NPCs across the game" is not a selling point.
Lack of music - For me, Suikoden 2 is a standout here, don't get me wrong, I love the game, but I'll be travelling to Gregminster through the forest and suddenly the music is just replaced with ambience, birds tweeting. Just... why? I can't explain why, but the lack of consistency just really makes ambient-only areas boring to me when the rest of the game always has music playing.
Happy/Sleepy village openings - Already mentioned, but nothing screams generic starting RPG area + quests than this. Complete pacing and interest killer, right off the bat.
Consolization / UI consolisation - We've all seen this; take a previously PC-focused series and suddenly there's a radial wheel interface across your new simultaneous multiplatform release that has in no way compromised the experience for the original fans.
Dialogue wheels, aka Wheel'o'Hints - just fuck off with this shit. Oh hey, let's have a "role playing game" where you spend the whole game guessing what "your" (hah!) character is going to say and being surprised at the result. Great stuff.
Reams of exposition - jesus christ, Torment Numer-something is in its own class here. I've still yet to make it out of the opening act or town because getting through the mountains of text is like scaling a mountain. A "gameplay" session constitutes me firing up the game, speaking to some random, inconsequential NPC and ever time without fail, they're some obnoxious chatterbox, yammering on about things that have absolutely no bearing on my quest. Pillars 1 also did this to a lesser extent with gold NPC backers and Kingdoms of Amalur also gets a shoutout for populating its Fae towns with 10 NPCs that all tell the same story in 10 very slightly different ways, but with each being a fully voice acted ramble for several minutes, covering things you already know. Devs of days gone by definitely had a better handle on brevity, I think back to classic WRPG+JRPGs of old, and towns were a pleasure to explore, inconsequence NPC dialogues were short & snappy, with larger exchanges being saved for actual important NPCs. If its a companion character, by all means, give me more (although keep brevity in mind, don't fall into the Shadowrun: HK overindulgence trap either), but "X thousand words lovingly distributed to irrelevant roadside NPCs across the game" is not a selling point.
Lack of music - For me, Suikoden 2 is a standout here, don't get me wrong, I love the game, but I'll be travelling to Gregminster through the forest and suddenly the music is just replaced with ambience, birds tweeting. Just... why? I can't explain why, but the lack of consistency just really makes ambient-only areas boring to me when the rest of the game always has music playing.
Happy/Sleepy village openings - Already mentioned, but nothing screams generic starting RPG area + quests than this. Complete pacing and interest killer, right off the bat.
Consolization / UI consolisation - We've all seen this; take a previously PC-focused series and suddenly there's a radial wheel interface across your new simultaneous multiplatform release that has in no way compromised the experience for the original fans.
Dialogue wheels, aka Wheel'o'Hints - just fuck off with this shit. Oh hey, let's have a "role playing game" where you spend the whole game guessing what "your" (hah!) character is going to say and being surprised at the result. Great stuff.