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Showing results for tags 'railroad'.
I LOVE what I am seeing in the updates. This all sounds fantastic, and I really hope we get the role-playing freedom promised here. What I would love to see is a storyline that really coerces the character to participate. New Vegas had a great (though pretty harsh) opening hook. Arcanum opened well, too; bad guys were after you from the start. Fallout of course was very motivating, although the hard time limit has been hotly debated ever since (I don't think it's necessary). This is a great chance for a CRPG to have a story written from the ground up that can include a temperamentally non-heroic, non-adventuresome protagonist. Obviously I don't know what the real plot is, but let's just say the hero is haunted by a ghost for no apparent reason. The ghost appears periodically, wrecking stuff, perhaps hurting people. The "hero" tries running away, but the ghost just keeps showing up, and consequences maybe keep getting worse. People get killed. Companions are lost. The hero starts taking permanent damage or something. Eventually it will get to the point where even the world's biggest coward will have to start looking for clues to deal with the haunting and face the problem head-on. Of course a braver character might just start off going straight for the evil wizard. I just want to make sure that the story will draw in even a more, well, realistic guy, who doesn't necessarily have the cojones to solve every problem by challenging five guys to a battle to the death right off the bat. Now I know there are some "open world" advocates out there who never want to be rushed. They want to take their time, exploring every outhouse and chicken coop in the game, wandering from place to place without a care in the world. They don't want any consequences to ignoring a bad situation. I can totally appreciate that kind of gameplay ... but in this case I say thee nay! I don't have to be forced down the rails through the entire course of the game - in fact it's great if sometimes I have no idea what I'm supposed to do next - but the story should always be looming, and always making me want to resolve it. Open world, do-whatever-you-want-whenever-you-want games can be great, but not every RPG has to be built on that foundation. In fact many good RPGs would be ruined without the sense of urgency that strong plotting provides.