pinoy6600
Novice
- Joined
- Jan 19, 2007
- Messages
- 5
Spacemoose said:my favorite flavor of rpg is the 'choose your own adventure' book
ditto!
Spacemoose said:my favorite flavor of rpg is the 'choose your own adventure' book
Hazelnut said:I also had a few of the Steve Jackson ones (can't remember what they were called) but didn't really like them.
You remind me of the oldest brother and the middle brother, who both rushed along only to fail at the end. Whereas the youngest brother kindly helped/saved every little beggar and critter he stumbled along, and then when he reached the end he got enough help from all those that he had helped that he was able to not only defeat the evil, but also save his two older brothers. So you don't want your RPG to be like a fairy tale I take it?Lord Chambers said:In either case, I'm still opposed to the whole concept of "side" quest. It's either important or not. If so, you don't call it a side quest, it's part of the plot. Designers should stop filling their games out with side quests. I don't get to a town and want to solve everyone's problems, nor do I want to miss out on all the rewards that a player who does will reap. I want to pursue my character's motivation to solve the main quest without optional diversion (or the corresponding optional handicapping).
I agree. I wanted to vote for this one.Vault Dweller said:Where is the "non-linear, but not a sandbox" option?
I was going to say that. I hate you now.Vault Dweller said:Where is the "non-linear, but not a sandbox" option?
Fez said:The Gothics had a similar way of doing things too. There were a couple of places you could "unlock", but it fitted the story context and many of the other areas could be explored early on if it wasn't for the monsters there to crush you.
Fez said:It feels a lot more satisfying than the "invisible walls" strategy that some other games use. Natural or at least sensible and logical barriers are the best.
JarlFrank said:Morrowind did this much better, IMHO, although it was not perfect.