|
||
|
|
|||||||
| Welcome to the Exploding Garrmondo Weiner Interactive Swiss Army Penis. |
|
GFF is a community of gaming and music enthusiasts. We have a team of dedicated moderators, constant member-organized activities, and plenty of custom features, including our unique journal system. If this is your first visit, be sure to check out the FAQ or our GFWiki. You will have to register before you can post. Membership is completely free (and gets rid of the pesky advertisement unit underneath this message).
|
| View Poll Results: Best elements in an RPG | |||
| Building your characters. |
|
18 | 56.25% |
| Doing sidequests/finding secrets. |
|
13 | 40.63% |
| Exploring a large world. |
|
15 | 46.88% |
| Exceptional plot and storyline. |
|
23 | 71.88% |
| Dramatis personæ. |
|
12 | 37.50% |
| Spells, summons, visual effects, what have you. |
|
8 | 25.00% |
| Long gameplay factor. |
|
11 | 34.38% |
| Other (please explain). |
|
7 | 21.88% |
| Multiple Choice Poll. Voters: 32. You may not vote on this poll | |||
![]() |
|
|
Thread Tools |
Well, since the RPG genre is kinda broad it's a bit hard to answer. I would want different things for a so called jRPG or a cRPG.
For computer roleplaying games, an interesting setting is really important. Good writing, it doesn't have to be all shakespearian or anything. But it has to make me feel that there is a person actually speaking. Fallout is a great example of this. Having choices and & consequences are important for me. It has to feel like you're changing the world in some ways, manipulating, or having it manipulating you. This is where the Elder Scrolls series fails for me ultimately. The world feels to static. This would be a problem in jRPGs as well, but for the most part they're much more storydriven so it doesn't become as big a problem. Jam it back in, in the dark. |