Hi all
Im working in a game prototype, a 3rd person RPG. Currently, Im researching what gamers value most in an RPG: good gaming mechanics and plot or high quality graphics. Obviously, being a gamer myself, I would say I prefer to have both. But being forced to choose, I prefer gameplay and good history above graphics (thats why I still play Fallout 2 some times).
Whats your opinion about this?
Here's my view:
For centuries, pretty much our only storytelling was books/plays. Those are still strong, and RPG's still have an element of them - from less - "save the princess, she's pretty" - to more, like 'Sunless Sea'.
We had a period of text adventures that engaged the imagination and were good - that became 'commercially unviable' much as early entertainment forms of vaudeville, silent movies and radio dramas did as technology advanced.
So, one thing - I'd say don't ask players what they want more than a bit. They don't know. They know what they like more than what they want. No one asked for Myst or Command and Conquer before they were made, but they sure liked them.
And there's a long list of games that look good but disappoint, so that alone isn't enough.
So, I'd say find something good and different for the player. Fallout which you like offered a nice environment and game mechanisms with some style and humor.
And remember one idea doesn't last long - if it's some plot twist or something, it's good for a brief part of the game. It needs to last longer.
So what can you provide - lots of humor like Day of the Tentacle? Simulation? An intriguing environment or story? Interesting gameplay dynamics?
I've had some interest in a game that does better at simulating real-world personal politics.
Most games are childish about this. Show up at village, talk to leader, kill village enemy, claim reward.
How about a more sly system - pick who you ally with and do favors for them that might cost others and make enemies and see what you find.
When you ask gamers what they want, they'll tend to remember 'I liked playing Path of Exile' and describe that (or some other game). And then if you make a second rate Path of Exile - and what else could you or anyone make - they'll complain.
When I played Fallout, what I liked were the surprises that were intriguing and fun. What dark humor would they include? Was there some role in the game for the dog? Were there fun weapons, interesting perks to get and skill choices and character interactions? It needed to remain fun; not too hard, not too easy, not too repetitive.
But levels/quests/skills are amazing at justifying repetitiveness, which games needs - kill 100 of them is tedious, but kill 100 to get a good reward people find far less tedious.
Ask what you are going to provide in an experience for them to really like.