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Community Discussion: Blog by Dennis C Scimeca | I'll save the world...in a minute...Destructoid
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About
I'm a Gen-X gamer, which means I am likely older than you. I've been gaming I was 4 years old and received my first console, an Atari 2600, and I grew up during the Golden Age of Arcades. I didn't "get into gaming" so much as I was raised with it, and never grew out of it.

In addition to this cblog I also publish frequently over on Bitmob, am a writer for Gamer Limit, and the Editor-in-Chief of the English gaming website Game Kudos (http://gamekudos.com/). I also just wrote my first piece for The Escapist.

I prefer FPS titles over anything else. There's something immensely satisfying about throwing thousands of rounds at the enemy and feeling my living room shake. Anything sci-fi is likely to attract my attention, and I have a soft spot for RPGs and RTS titles due to my roots in tabletop gaming. I approach games the same way I approach music: I tend to have very small libraries of titles which I don't just play, but digest. Depth and longevity are my parameters for ownership - but I'll try just about anything if you hand it to me as breadth of experience is important to me, as well.
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Going through a role playing game has some distinct and obvious phases I've identified over 30+ years of playing them. In the noob stage, we’re just learning the combat mechanics and taking our first tenuous steps into the world. In the median stage we’re ensconced in the game world, leveling our characters up, and getting into some of the intricacies of the title like crafting or combining abilities of our party members. In the God mode stage we’ve hit the upper levels, are decked out with hardcore gear, spells, or weapons, and pretty much cut through everything like a hot knife through butter. Last, there’s the end game, when we feel that the adventure is about to come to an end, and all of our exploits and efforts come to fruition in the close of the narrative.

There’s always another stage just prior to the end game for me personally, and I wonder how many other people have the same experience. I call the “the housekeeping stage.” This is when I know the narrative is about to end either by gamer's intuition or very clear signposts, and my response is always to make sure that I’ve finished all the loose ends of my dangling quests.

As someone who is extremely invested in the narrative aspect of video games, I wonder why the hell I do this because it breaks the immersion completely. Here I am, the Grey Warden of Ferelden, about to call the Landsmeet which will determine who becomes King or Queen and unites the human Lords to face the Blight…and I’m running around the map dropping loot off at dead drops to fulfill one of the Rogue quests. Or tracking down Mage apprentices to hand them their walking papers.

I like to imagine the other interested parties in the plot for a particular game, whether it be the citizens of Ferelden in Dragon Age or your other party members in Mass Effect 2 or the Brotherhood of Steel in Fallout 3, waiting around and wondering where the hell you’ve gone as it’s time for the final battle and lives are at stake. Sorry, I’m busy delivering these letters for someone. It’s like if Luke Skywalker, just before he hops into his X-Wing to go blow up the Death Star, instead ponces off to Tatooine because he wants to nosh on some of their local cuisine before the big, final confrontation with the Empire.

At the same time I’d feel robbed if I wasn’t given an opportunity to finish all the quests in my log, perhaps there’s an argument for any game that depends so heavily on its narrative, like an RPG, to structure its quests or missions in such a fashion that certain dramatic arcs can’t be interrupted, or that side quests naturally blend into the main arc without requiring too much diversion from the main path. In some cases, the side quests feel silly like this by default, without even venturing into the housekeeping stage. Think about Mass Effect 2 – Shepard is on a mission to put together a kick ass team to take down the Collectors, who are destroying more human colonies by the day, and he or she is wasting their time tracking down party members’ wayward children or parents, or delivering packages for a Salarian information broker?

It’s an interesting question that might boil down to what the chief responsibility of a video game is, and when we allow them to cross those lines. Video games have to be fun, interactive experiences first, but if they utilize a narrative there’s a neccessary flow to the filmic way in which video games are generally going to present them. A developer recently told me that he thinks video game designers have a more difficult job than any other creative in having to integrate narrative and gameplay elements to make the story feel organic. I think the existence of the housekeeping stage is an illustration of how difficult a task this really is.
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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. :(
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.
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.
Very good points!
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 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.

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