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Old 12-11-2008, 08:36 AM   #13
Vernon Schillinger
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Join Date: Dec 2008
Location: Finland
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Quote:
Originally Posted by CrimsonBlue View Post
I feel this is one of the strengths in RPGs. Take your own time and continue on the main story whenever you feel like it - it's a game after all. Not everything has to make sense. That's why I got into games in the first place, they're completely different from reality. Nobody questioned why Super Mario could jump four times as high as his own height, or why he had to jump on turtles, bird, skeletons etc. Also, why does it take several hits from a melee weapon like a sword, mace or club, or several hits from a gun or any kind of projectile weapon to take an enemy down, or even die yourself? Surely, one hit to the head ought to be enough.

Things like that makes the games just that... games. Who cares if it's realistic? Games should be fun, and if that's what makes it fun, then so be it.
I think the point made is about sending mixed messages without any added value rather than realism. Say, writing off button B as jump, if it's actually A in Super Mario manual.

But anyway...

I've kinda grown into the sort of length like in Mass Effect. If I had to choose I'd rather take less quality content than more copy-pasting (=Oblivion).
I also usually don't bother to go look after drunk elf's missing boots when there's the world on the line and I like the sense of progress in my games. Embedding the possibility to continue the game after the main quest should be industry standard in every RPG imo.
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