With the success of massive RPGs like Baldur’s Gate 3 that actually offer player choice again, Peterson is excited to release his game to an audience that does want more again. After a rough period of RPGs where player choice and ingenuity were watered down, there’s now a hunger for more branching paths and player freedom.

  • megopie@beehaw.org
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    24 hours ago

    For me, what I like to see in an RPG, is the ability to play a game multiple times and have notably different experiences, both in terms of play-style and narrative. It should make me want to go back and play again to see what I missed or how else I could do it.

    The idea of having multiple ways to deal with a quest, and having that impact further story beats in meaningful ways is what I want to see. What i don’t want to see is meaningless scale full of nothing but filler.

    I don’t think dagger fall is the best example because much of its size was just procedurally generated landscapes. The ability to actually specialize and complete quests in unique ways, as well as a branching story, is great. Mindlessly massive map, not so much.

    • prole@lemmy.blahaj.zone
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      7 hours ago

      That is one way to make a good RPG, sure. But some of the best RPGs ever made are completely linear (most JRPGs for example).

      • megopie@beehaw.org
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        3 hours ago

        Personally I’ve never been a huge fan of JRPGs, Some I’ve enjoyed, but rarely will I ever play them twice.

        Also I think there’s a fair argument to be made that if you cannot play a role, if there are no choices to be made on how you play it, it’s not really a role playing game. It’s action adventure if it’s a linear story with only one way to play it.

      • vonbaronhans@midwest.social
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        5 hours ago

        I think JRPGs do focus on choice, but usually more in terms of the gameplay and deep combat systems with weird synergies to discover. Story-wise… yeah definitely more linear.