Nifft Batuff
Prophet
- Joined
- Nov 14, 2018
- Messages
- 3,580
Because at the beginning you can still fantasize a good game.
Probably about half of the games in my library had their achievements bug out halfway through and stopped recording or incorrectly didn't reward me achievements for beating it tbh.Most players only play the start of your game. Have you seen steam achievements for completing an entire 40 hour RPG? Always less than 20% of players actually complete the game. Someone prove me wrong!
Enemy variety goes a long way to help with this. Thinking back on the two games I recently played with an increasing, rather than decreasing, difficulty curve(King Arthur: A Knight's Tale & ATOM RPG), a good part of the difficulty was kept by gradually introducing new enemies that could curbstomp you & had new abilities/required new tactics.When you have a decent power progression in your game, it makes the early game more satisfying as you find threats that used to take you out in the early game are easy in the middle game, while new threats are still challenging. In the late game, however, you either have outclassed everything or you reach a point where the new threats are still challenging but there’s not enough content to justify leveling up to a point where they’re reasonable. Other option devs have is to artificially create difficulty through hp bloating enemies. Which leads to boring combat.
It was even referred to as Dead City dlc IIRC.
Atom Team traditionally has pretty barebones endgames, just look at Seventh Heaven and 'Northern Invasion' in Trudograd.
otoh, Trudograd was an expansion that became too long and costs like $10 so I'm not going to be overly harsh towards it.Seventh Heaven was such a disappointment. After all this trouble to get admitted into the place, I expected there to be one or two areas of at least the size of the other districts. But no. Two buildings, which are basically just one because one is empty and the NPCs from the other relocate to it after a story event. No content at all beyond the main quest. Nothing to explore. It looks nice, sure, but where are all those high society big cats I've been told about all game? Why can't I go in their homes and do quests for them like I could in every other district of the game?
What a letdown.
I'd like to see some games in a more episodic format of 10-15 hour long campaigns with an overarching narrative tying them together.
Or you could end up running the Fallout 2 method of doing this where you introduce a late game enemy that’s everywhere in the last three hours of the game and they one shot you regardless of armor.Enemy variety goes a long way to help with this. Thinking back on the two games I recently played with an increasing, rather than decreasing, difficulty curve(King Arthur: A Knight's Tale & ATOM RPG), a good part of the difficulty was kept by gradually introducing new enemies that could curbstomp you & had new abilities/required new tactics.
Honestly me too. I was saying recently that I think 20 hours is the sweet spot of game length where I can actually justify replaying it and even finishing it lol.I'd like to see some games in a more episodic format of 10-15 hour long campaigns with an overarching narrative tying them together.
I'd take a shorter game with reactivity & replayability over a longer game without these features most of the time. That's why I'm looking forward to Space Wreck and Colony Ship. However devs seem afraid that players who only play the game once won't feel satisfied with such an approach.Games are often too long. The devs shoot their load with the early+mid game and run out of ideas and money toward the end. Unfortunately having an inflated play time is seen as a virtue both by publishers and many gamers, quality be damned.
Yes. I want the RPG equivalent to pulp fantasy magazines, rather than every RPG trying to be a LotR-sized epic. Give me a series of 10 hour rip-roaring adventures rather than one bloated 100 hour game.
Also makes it easier to deliver choice & consequence because you can branch out more due to the overall shorter length.
There was an interview Warren Specter was taking from somebody years back.Because at the beginning you can still fantasize a good game.
Eg?
There are exceptions to that ""rule"". Ravenloft : Strahd possession was amazing from the start till the Strahd fight. Gothic 1 is amazing from the "welcome to the colony" till the last fight in the sleeper temple. Dark Sun : Wake of the Ravager is amazing from the first minute playing till when you fight the terrifying Tarrasque at end game. Eye of the Beholder 3 has some really bad parts like UNDERWATER no magical fields but the late game is not that bad.
- VtMB is amazing till late Chinatown
- Pathfinder Kingmaker is great till Pitax and after Pitax, including the optional chapter is too boring
- Pathfinder : Wrath of the Righteous at the late chapter 4 becomes a endless slog
- Baldur's Gate 2 : Shadows of Amn is great till you return from Underdark, then becomes less great
- Gothic 2 chapters 1/2/3/4 are amazing but late game sucks
- Returning 2.0 mod made ch 5 a bit better with some cool areas and a undead mystery to solve and quests yet chapter 7, added by the mod is atrocious.
- NWN2 OC is good till the last dungeon
- NWN1:HotU, the last chapter is arguably the WORST part of the epic adventure
- Might & Magic VII : For Blood and Honor - After the second promotion quest, the games drops in quality a lot.
- Dark Souls : After Ornstein and Smough, the game drops in quality a lot
- Solasta : The end game fells a slog
Why a significant drop in the quality happens in so many RPGs?
That was the thing a lot of Californian devs did not even including older RPGs.I heard that old school's rpg developers usually make only a first level with quality, then they show it to a publisher, get a budget and spend all on cocaine, alcohol and whores. When all money is spent and date of release is coming - they finish last game for couple of night.
this isn't true thodevelopment progresses in a linear fashion in most cases
Team size is a factor, no doubt, but it's mostly due to bad direction and oversight. Fallout 2 was one of the most disjointed games I've ever played and it came out in 1998.development progresses in a linear fashion in most cases
and as you get more modern with bigger teams, the team making B often knows nearly nothing at all about A. Which is why so many modern games feel completely disjointed with content that seems to not acknowledge each other at all.
It suffered a similar issue though due to revolving staff & publisher meddling.Team size is a factor, no doubt, but it's mostly due to bad direction and oversight. Fallout 2 was one of the most disjointed games I've ever played and it came out in 1998.development progresses in a linear fashion in most cases
and as you get more modern with bigger teams, the team making B often knows nearly nothing at all about A. Which is why so many modern games feel completely disjointed with content that seems to not acknowledge each other at all.
Yeah that's certainly true. Black Isle was formed in the middle of all that.It suffered a similar issue though due to revolving staff & publisher meddling.Team size is a factor, no doubt, but it's mostly due to bad direction and oversight. Fallout 2 was one of the most disjointed games I've ever played and it came out in 1998.development progresses in a linear fashion in most cases
and as you get more modern with bigger teams, the team making B often knows nearly nothing at all about A. Which is why so many modern games feel completely disjointed with content that seems to not acknowledge each other at all.
Also, they managed to make it in about a year which is incredibly impressive.
I'm not sure what my takeway from this is yet. Probably that about 10 hours is fine for this particular game. Also that for the long endings, the game outstays its welcome for the majority of players. If I had to guess I'd say most RPGs are simply too long for their own good. Some people enjoy that. Most don't.