What annoys you in western/action rpgs?

Is crafting gay?

  • Very.

    Votes: 23 74.2%
  • No!

    Votes: 8 25.8%

  • Total voters
    31
Voice acting all possibilities would get expensive and produce very large downloads in such a game. What about voice emulation (similar to deepfakes)?

By stats I mean variables that hold info about personality to which npcs respond. Think of personality tests. These would also change in response to your actions. They would be separate from your combat stats.

I prefer text only for all the reasons aforementioned. Gives some liberty to also use descriptive text instead of trying to animate every single emotion that ever existed (and harder to escape the player's notice.)

Games already have that in the form of specific events correlating with everyone treating you differently. Think 'Child Killer' perk in Fallout and the like. I don't think there's that big of a need to go beyond just base statistics changing the initial impression and then having some serious events flip people's attitudes. But that's just my opinion because as far as I understand it, it'd be way more work for a dev than just having the aforementioned system. If it's easier than I think, shit, go for it.
 
I think both voice acting and text only have a place in story based game. Even full voice acted games can have good reactivity if the devs are conservative with the scope. See: Witcher 2. Full and very high quality voice work that adds a lot to the feel and one of the most reactive plots of any AAA RPG. Thing is basically 1.5 games in terms of content due to the massive branching in act 2.

For more than one major branch or for a much longer game, you'd pretty much have to go for limited voice work or none at all. Personally I think a good compromise is having main characters and/or crucial moments voiced but the rest unvoiced.

Of course this all depends on if the voice work is actually good or not. If it's mediocre or crappy it adds nothing to the game anyway.
 
What about symbolic shortcuts for emotion? Like Star Ocean 2 style anime emoji thought clouds? Or just really good 3d model faces and postures/mannerisms?

You could do something like Oddworld and record a bunch of grunts and other vocalizations. Pretty hard to fuck it up and very cheap to make.

Granted I could leave code in for voice acting and hope some modder makes it.

Currently events usually only have 3 branches. Killing everyone and becoming high king of Skyrim should be possible, and it should affect all npcs. A system to do this should be possible but requires traits not found in most games I've played.

I need a programatic metaphor. I need to think what it really is when you divorce/abstract it from this context. It sounds like a network theory (?) thing.
 
I personally despise cookie cutter game design like:

1. Level scaled worlds (playing Fallout 4 with a nonleveled loot and enemies mod actually make it feel a lot more dangerous and interesting)

2. Static dungeon set pieces. (why not switch up where enemies and traps are located in dungeons, especially ones you can revisit, would make them less easy to sleepwalk through)

3. Inviso-walls: I get it, game designers don't want to make you feel it's too easy to sequence break or glitch shit, but inviso-walls are still annoying. If they have to do that, find a less immersion breaking way to implement it.
 
Leveled enemies/loot can be avoided by allowing for more specialization rather than straight power gains. As you progress you gain more options rather than more power.

For traps you need to implement a system where at least some traps don't require hard coding. I don't know why skyrim doesn't allow blast runes to be semi random in tougher dungeons, except maybe to protect enemies. You need a way for enemies to know roughly where they are when in familiar territory. Something like a bonus to perception checks in areas familiar or very familiar.

I agree on inviso walls.
 
  • Agree
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