I liked how Oblivion let you continue with the game after completing the main quest story line... I think more games should give this option when they can.
Oh... and in addition saving the world after all those side quests... I'm always an orphan. :(
Oh... and in addition saving the world after all those side quests... I'm always an orphan. :(
I think you have a really good point in that the open world nature of most RPGs is really self defeating because it ruins any sense of urgency in their often world altering stories.
Thios is one of the admittedly few reasons I'll still give FF XIII a chance. Yeah it was prety shite for the first 20 hours (or so I hear, haven't played it yet myself) but it had the balls to try something new and out of the ordinary for its genre that, if it had been well executed, would have been incredible.
Thios is one of the admittedly few reasons I'll still give FF XIII a chance. Yeah it was prety shite for the first 20 hours (or so I hear, haven't played it yet myself) but it had the balls to try something new and out of the ordinary for its genre that, if it had been well executed, would have been incredible.
I'm the same actually, every time it looks like a significant stage of the game is about to take place I make sure that all my secondary bits are done first - it's like I'm convinced that I'll miss something if I don't do it, but of course all you get is a moderate pay check or an item that looks cool but is ultimately useless.
I know exactly what you mean. I actually rationalized this problem away with Mass Effect 2. My reasoning was that as Shepard, an experienced soldier, I had a keen sense of the cohesion of my team. I knew I'd just recruited many diverse members, most of which I only knew of by reputation. I felt that going into the final mission--highly dangerous and with many "unknown unknowns"--without knowing the true capabilities of my team would be suicide.
I also felt that my team members might not know or trust me (or other members of the team) well enough yet. Sure enough, there were scripted instances where Shepard had to settle disputes. And the game rewards you by honing your team carefully (loyalty bonuses, higher level, etc.), so in a way the mechanics reinforced my justification.
But in many other games, yeah, I definitely sensed the absurdity of the situations.
I also felt that my team members might not know or trust me (or other members of the team) well enough yet. Sure enough, there were scripted instances where Shepard had to settle disputes. And the game rewards you by honing your team carefully (loyalty bonuses, higher level, etc.), so in a way the mechanics reinforced my justification.
But in many other games, yeah, I definitely sensed the absurdity of the situations.
I hear you, but honestly, near as I can remember, when the end's in sight, I go for it. Not always, sure, but if it's just a few niggling sidequests distracting me from the end of space and time, or at least the credit roll, I think I might have more of a tendency to plow through and, admittedly, harshly regret some of the stuff I skip past.
I've been designing an RPG game and I come to some of the same pitfalls. From playing Dragon age I felt like I wanted to get rid of the housekeeping stage you were talking about - if I made my own game.
I think there is a trend towards being able to play an RPG that doesn't have anything to do with saving the world. Also, I think there is a trend towards having no particular end to the game except death. Some people would say that the trend is going towards sort of a Dungeons and Dragons simulation. (Like if the guys who made spore did their take on D&D.) That's my bet on where things will go next, so it could be quite refreshing. Lots of procedural generation of environments and monsters.
I think there is a trend towards being able to play an RPG that doesn't have anything to do with saving the world. Also, I think there is a trend towards having no particular end to the game except death. Some people would say that the trend is going towards sort of a Dungeons and Dragons simulation. (Like if the guys who made spore did their take on D&D.) That's my bet on where things will go next, so it could be quite refreshing. Lots of procedural generation of environments and monsters.

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