![]() Want to be a mage? expect grappling with issues of good versus evil in magic, temptations fears, ostracising because of your weird necromancy experiments and such ![]() Want to be a warrior? no way you're getting into the monastery with all the blood on your hands You choose to be a thief? okay that's fine, but expect for that history to have consequences trying to get a job in the kings court I'd give the game only a few options, but make it as deep as possible. Think of it as the difference between being Han solo, Lando calrissian and luke in star wars. So you can go be a hero, or try to be, be neutral, be evil, or some mish mash of everything in between. you start the game and think you're that predestined hero. If i was creating a game i would have it with a basic premise. Personally i think witcher series did a great middle road job Plus mmo's are largely based around that sort of thing. That said some games do the total freedom approach quite well, eventually word gets round and demographic by demopgraphic everybody eventually wants it and your market size is huge.] Quick example: which all come under the elite club first adopter stage. Taking the whole COD/Battlefield videogame bros out of the picture for the moment, you find in almost every industry and scope, specialising means sales, and diversifying ensure mediocrity. It's definitely easier to direct the experience towards a percieved end goal, and sell that idea, than a go anywhere do anything generalised game, without a clear direction in mind. Can't even bother keeping it installed and eating up my meagre SSD space, because I just "got bored" for the moment with it, seeing as the main questline is bollocks, and a lot of the side-quests are bollocks, with a few gems hidden among all the aforementioned testicles. I'm, by the way, in the same situation as you in terms of Skyrim. It doesn't all have to be "the ancient dragon warlock necromancer Klaa'rthlanax'zhalax'blax is arising from his death-slumber-prison in the Astral Void beyond the realm of time itself, and he will utterly annihilate the world, because fuck you he's evil" - it can be as simple as "the neighbouring nation is pissy with the realm, and there's tension n' shiet", enmeshed in which you can have all manner of smaller jigs that still feel epic think Skyrim's innumerable side-attractions like all the bloody swords, tomes, and other nonsense left by ancient heroes and villains (usually stashed in a tomb or cave filled with Draugr, but you get the idea). Fuck it, increased raids by orcs and beastmen that plague the local farmers, maybe a few other "rising problems", sounds about right for a fantasy RPG. r/CoOpGaming - A community for co-op gamingĪlso, "great evils" can be nebulous, impersonal threats I liked the civil war idea of Skyrim, even though it was piss-poorly executed and very stilted (the idea of conveying an ongoing, urgent war in a game where jack shit happens unless you click the correct dialogue option for the quest, to mention the prime motor of its problems). r/xboxone - Xbox-specific subreddit for general Xbox news and discussion r/playstation, /r/PS4 & /r/PS5 - PlayStation-specific subreddits for general PlayStation news and discussion r/pcgaming - PC gaming-specific subreddit for general PC gaming news, discussion and gaming tech support r/nintendo - Nintendo-specific subreddit for general Nintendo news and discussion r/shouldibuythisgame - Find out what's worth getting. r/gamingsuggestions - Go here to help you find your next game to play r/gaming4gamers - Discussion, bar the Hivemind
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