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Rampant Games - How Much of a CRPG Should Be Optional?
Jay Barnson explores optional content in CRPGs in his latest blog post:
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for a AAA game, with lots of $ invested, they can afford to add optional stuff. For smaller developers and indies, for which adding anything somewhat relevant is measured in weeks, I don't think it's wise.
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If I enjoy a game, it motivates me to do every side quest and explore every nook-and-cranny. I'm not out to 'win' games or into speed runs. I guess I'm more of a process oriented gamer rather than a results gamer. I'm in no rush to get through the game. So, give me hidden content that rewards exploration or just interesting stuff with no real pay-off other than the fun of discovery and role playing.
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It depends on how important you think it is that the player feels like there is a real world there, and a place he can explore and discover at his own pace.
Some of us appreciate that kind of thing a LOT more than being guided down linear corridors with increasingly expensive explosions at every corner. In fact, I'd prefer if they cut down the "experience content" to a bare minimum, and instead invested in engaging mechanics and freeform emergent gameplay. |
Depends on the definition of optional. If optional = sidequests, the amount isn't too important to me. However, if optional = different paths, it's very important to me. Not a huge fan of "fake choices" where the path and outcome is the same no matter what you "decide" to do (for example you decide to tell someone to sod off and yet you still end up doing their quest).
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50%, now you know.
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When Fallout 2 was released we talked for hours upon hours on how we solved a certain situation or how we found something unique that we hadn't seen before.
When Mass Effect 2 was released we spoke about… well, nothing. There's really just two ways to play the game; renegade/paragon, and if the other option doesn't intrigue you there's really not much else to explore or talk about. |
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I dislike knowing that in games there is content I will have to replay to see. When I play, I want to see it ALL. The last time I played BG2, I used the mod that allowed you to play every single one of the side questions. Took a long time managing something like 8 different home bases, but I loved it.
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How many people know of the sunk statue 's talking head in morrowind ?
I think you can only find it if you are stupid enough and try to swim around the island and it only gives 1 quest. How many have found the ebony sword on the rock that it is not part of a quest? I bet most gamers have found both on their own, because when you know that there are stuff out there waiting for you to find em you will search under every stone and this magnifies the fun factor of the game by 10 IMO. |
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I prefer a CRPG's world to be complex to the point that I feel like I'm bound to miss something, even if I end up actually seeing most of it. As as been said before, it's that much more reason to explore, and it makes replays more interesting. Finding a chest, or an NPC hidden away somewhere off the beaten path is unexpected so the discovery itself is the reward. What's actually in the chest, or what the NPC has to say is secondary, even irrelevant.
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