Farm Boy
I hope you dance
- Joined
- Sep 8, 2010
- Messages
- 28,269
Good RPG? Plot has to be compelling or it's lost in the mud. Even super repetitive grindy dungeon hacks need a solid framework set down. It can even be sort of nebulous if it hits the right high points, and that's ok because people who like to fantasize are generally good at dreaming up things to go in the grey spaces.
Good mechanics for an RPG? I agree with you on what made Skyrim not worth finishing(for me, and I was too lazy to mod it, didn't like it enough). I loved the scale, the open world, and that it was beautiful. But the basic premise of (most) RPG mechanics is that you progress your character, it gets more powerful and developed, and then it possesses tools to overcome obstacles that it could not overcome before, in ways it could not before. By scaling everything so much to your character level, eventually I realize I could walk around in Skyrim and it was going to almost always be exactly the same, highly cultured, balance. It didn't matter where I went next. And when that didn't matter? I stopped caring. I like how Dark Souls(I've only played 1, not 2 or 3) did it better. Not that the game has to be that hard necessarily, but the world was open and you could go anywhere, but you were going to lack the tools to do some areas, and you were going to have to figure that out by failing in them. Some progression later, and you can take out that nemesis area. Dangling things that are hard to unbeatable/unattainable in view from the early game that you can come back to later is a solid mechanic.
Good mechanics for an RPG? I agree with you on what made Skyrim not worth finishing(for me, and I was too lazy to mod it, didn't like it enough). I loved the scale, the open world, and that it was beautiful. But the basic premise of (most) RPG mechanics is that you progress your character, it gets more powerful and developed, and then it possesses tools to overcome obstacles that it could not overcome before, in ways it could not before. By scaling everything so much to your character level, eventually I realize I could walk around in Skyrim and it was going to almost always be exactly the same, highly cultured, balance. It didn't matter where I went next. And when that didn't matter? I stopped caring. I like how Dark Souls(I've only played 1, not 2 or 3) did it better. Not that the game has to be that hard necessarily, but the world was open and you could go anywhere, but you were going to lack the tools to do some areas, and you were going to have to figure that out by failing in them. Some progression later, and you can take out that nemesis area. Dangling things that are hard to unbeatable/unattainable in view from the early game that you can come back to later is a solid mechanic.