Story driven (aka linear)?
When a story is non linear, the game can not be story driven?
There are two ways to do an RPG. 1) Keep the player "on rails" and feed him lots of 'wow-awesome' and story at the speed, pace and script you want, fewer but far deeper NPCs (this does not preclude branches) 2) Let the player roam with lots more but shallower NPCs, and have a larger number of short stories attached to a token/skeleton main quest but ultimately you don't control how his game looks and when things happen to him or in what order (this does not preclude branches).
Neither is inherently better imho. BioWare = linear but strong/controlled story experience, Bethesda = open world lots of freedom and large spaces.
The problem with DA:I is that the masters of RPG method 1 became jealous of the financial success of the masters of method 2) and are trying to create some hybrid. Whereas I would prefer it if they just did method 1) just without screwing up.
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