rusty_shackleford
Arcane
- Joined
- Jan 14, 2018
- Messages
- 50,754
Infinitron when is the default troll avatar coming back, I hate these letter avatars
The widespread assumption and most likely scenario is you'd play as Ciri. It's an established character, a known entity, it'll sell. Plus she fits in the currentyear zeitgeist where a strong female character is the only permissible fixed protagonist in any major game.It's going to be a prequel, duh.
A better option would be to make the MC player created - make them a sorcerer/sorceress and you have everything you need for gameplay and story: magic (but not OP like with Ciri and her dimension hopping juice), can use swords like a witcher (though not as good as Geralt), can be male/female (or bodytyped as such, as is the trend in current year), can be it's own story without declaring any of the endings from the previous games canon. Though I guess they'll go for the lowest hanging fruit and use Ciri, yeah.The widespread assumption and most likely scenario is you'd play as Ciri. It's an established character, a known entity, it'll sell. Plus she fits in the currentyear zeitgeist where a strong female character is the only permissible fixed protagonist in any major game.
The problem with that is Ciri-Witcher is only one of three possible endings in TW3. Meaning they'd have to make it cannonical, meaning displeasing nerds. More importantly tho you'd play in the same world again which, after 3 big games, could feel played out. Honestly, playing as a stronk wahmen character, worrying about the fates of Redania or Aedirn or the Empire once again would probably bore me to tears.
A much more exciting possibility is going back to the Conjunction of Spheres and the establishment of the Witcher order. That'd allow CDPR a much larger creative freedom, including character creation, origin stories, new stuff to explore, the option to play as a male Witcher and so on.
Meaning we'll almost definitely play as Ciri.
Mostly disagree. Games can tell good stories, just as books can, but most people want "choices & consequences" and you just can't tell a truly great story where the narrator has to constantly shift according to where the listeners move.Computers are strong at simulating systems and depicting visuals, but they aren't very good at creating compelling plots on the fly. I'm not sure I'm interested in playing another "game" that's attached to dozens of hours of an animated visual novel. It's weird that this kind of design became so associated with the RPG, which at its foundation offloads a lot of work to procedural generation: encounter tables and systems of rules that make it easier for a human DM to entertain a small group of people. The genre turned into a type of extremely long film with pro forma gameplay elements. People used to make fun of Kojima for creating "games" that were really just movies, but at least those were over pretty quickly, were attached to good games, and didn't take a hundred hours. Kojima animations were at least entertaining, but watching people just dialogue about quests right in front of the main character for 20 hours+ is just not novel or interesting: it's a bad use of the player's time.
Yeah, games like DS, Nioh, (not POE bleh) etc. are just much better as computer games. I would strongly suggest just reading more books, because games will never be particularly good at telling stories. For me, the illusion that games could be a better kind of a storytelling has been dead for a while. The "make me part of the world" thing is a suspension of disbelief that I can't sustain. The game playing a short animation and audio queue because I picked option 2 instead of 3 doesn't make me "part of the world." Actually, I get to define my character in much more meaningful ways and how it interacts with the game world in a game like Nioh 2 than I can in a "choice and consequence" game that just plays different media clips based on my dialogue choice.Mostly disagree. Games can tell good stories, just as books can, but most people want "choices & consequences" and you just can't tell a truly great story where the narrator has to constantly shift according to where the listeners move.
RPG plots are bad precisely because players want to make decisions, therefore the story can't be as thought out and controlled as a written novel or a movie. Then again I don't require a great plot from an RPG, a passable one is all I need. If I want a great plot I'd read LotR or Dune or Three Body Problem.
I need games to do what a book can never achieve - make me part of the world. I can read about Vizima and vampires and the Battle of Brenna and that's cool. But in a videogame I can walk the streets of Vizima, fight vampires and take part of famous battles. I can talk to the fucking Emperor.
Honestly if you see something like TW3 as "watching people dialogue about quests" then it's not a game for you and you'd be happier playing purely gameplay-oriented RPGs like Dark Souls or Path of Exile.
I've described exactly how games can make you part of the world and it's got nothing to do with picking dialogue options.YThe "make me part of the world" thing is a suspension of disbelief that I can't sustain. The game playing a short animation and audio queue because I picked option 2 instead of 3 doesn't make me "part of the world."
It's weird that this kind of design became so associated with the RPG, which at its foundation offloads a lot of work to procedural generation
I would strongly suggest just reading more books, because games will never be particularly good at telling stories.
The "make me part of the world" thing is a suspension of disbelief that I can't sustain.
I am not so sure this means Ciri.The widespread assumption and most likely scenario is you'd play as Ciri. It's an established character, a known entity, it'll sell. Plus she fits in the currentyear zeitgeist where a strong female character is the only permissible fixed protagonist in any major game.
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A much more exciting possibility is going back to the Conjunction of Spheres and the establishment of the Witcher order. That'd allow CDPR a much larger creative freedom, including character creation, origin stories, new stuff to explore, the option to play as a male Witcher and so on.
Meaning we'll almost definitely play as Ciri.
True. However, the main difference in a player-defined character would be in character's class. While the story may be roughly the same, as long as your class changes the gameplay (even if not the story), then it ought to be enough for people to be fine with it. Think Dark Messiah of Might & Magic - same character, but with different playstyles.The way that CDPR creates these games, a player-defined character adds no value. Even in CP2077, you didn't really create a character. You chose between three character origins, none of which were that impactful. Witcher 2/3 was a lot better for just having a defined character. Witcher 2 showed the limitations of the conceit of the "choice and consequences" CRPG in that you have to create an entirely new game-act to facilitate serious plot branching. Compare that to tabletop in which, while branching imposes some more work load on the DM, it can be straightforwardly improvised or handled on the go. In high budget CRPGs it takes many millions of dollars to create segments of content that many people just won't see because the game isn't enjoyable to replay.
Is it though? While you're correct in saying that there is a lot of movie-ism in games (including Kojima games), I disagree that there is not value in it, nor that there is no game there to be had just because you have a lot of plot in a movie-like format. While I do agree that having a good game[play] is a must - like, it's the most basic requirement - I do recognize the value of a good story that pushes the player forward.Computers are strong at simulating systems and depicting visuals, but they aren't very good at creating compelling plots on the fly. I'm not sure I'm interested in playing another "game" that's attached to dozens of hours of an animated visual novel. It's weird that this kind of design became so associated with the RPG, which at its foundation offloads a lot of work to procedural generation: encounter tables and systems of rules that make it easier for a human DM to entertain a small group of people. The genre turned into a type of extremely long film with pro forma gameplay elements. People used to make fun of Kojima for creating "games" that were really just movies, but at least those were over pretty quickly, were attached to good games, and didn't take a hundred hours. Kojima animations were at least entertaining, but watching people just dialogue about quests right in front of the main character for 20 hours+ is just not novel or interesting: it's a bad use of the player's time.
Rather than adopt a class-based system, which CDPR has never before utilized, characters could begin with identical abilities but become customized by the player via skill progression in distinct sword-fighting (or other physical) abilities, magical spell-casting abilities, and alchemical abilities. The Witcher prototype based on Geralt would be primarily fighting-based, with moderate magical and alchemical skills, but CDPR could invent some in-game justification for a character to focus primarily on spell-casting, more akin to the sorceresses and sorcerers of previous games, or to focus on alchemical abilities, which should be probably be revamped from the simple potion-guzzling of previous games.True. However, the main difference in a player-defined character would be in character's class. While the story may be roughly the same, as long as your class changes the gameplay (even if not the story), then it ought to be enough for people to be fine with it. Think Dark Messiah of Might & Magic - same character, but with different playstyles.
Rather than adopt a class-based system, which CDPR has never before utilized, characters could begin with identical abilities but become customized by the player via skill progression in distinct sword-fighting (or other physical) abilities, magical spell-casting abilities, and alchemical abilities. The Witcher prototype based on Geralt would be primarily fighting-based, with moderate magical and alchemical skills, but CDPR could invent some in-game justification for a character to focus primarily on spell-casting, more akin to the sorceresses and sorcerers of previous games, or to focus on alchemical abilities, which should be probably be revamped from the simple potion-guzzling of previous games.True. However, the main difference in a player-defined character would be in character's class. While the story may be roughly the same, as long as your class changes the gameplay (even if not the story), then it ought to be enough for people to be fine with it. Think Dark Messiah of Might & Magic - same character, but with different playstyles.
Judging what they did with CP, next Witcher game will have witcher/witcheress character creation and male/female voiceover so most likely brand new story.They could probably create a new character for a new generation. But that would be like replacing Bruce Wayne at this point.
Currentyear code for "characters are yelling and crying a lot"."emotional stories".
Watch as CDPR uses the non-canon, not that great, and not that well known witcher role-playing system that allowed female cat witchers as an excuse to put female witchers in.You're going to play as a male witcher of the school of the cat with a pre-defined name & background and a customizable appearance. Playing as a cat school witcher instead of Geralt opens up the possibility of darker/evil moral choices and contracts on human beings. There will be handcrafted monster contracts same as before but also procedurally generated ones so that the player doesn't easily run out of witcher's work.
There actually was a cartoon in which Robin is instructed by old Bruce Wayne how to be a Batman.They could probably create a new character for a new generation. But that would be like replacing Bruce Wayne at this point.