This is a great discussion! I love this discussion! I've had this discussion sooo many times, and I'm still not tired of this discussion!
Responding to all of the above from
Snowflakez,
kofeiiniturpa, and
sv3672. All really good points, and I largely agree. Especially with Bethesda's contributions to gaming in general, I've always prayed that I'd finally be given a Beth game that didn't rely on a predetermined story arc. An Elder Scrolls in which, if I played a thief, I could sneak through the game and
steal something that would result in an endgame resolution. If I played a mage, the Fighter's Guild would tell me to take a hike when I showed up to apply for membership. If I insisted they test me, they would put me in a ring and wipe the floor with my robe-wearing bum,
then tell me to go take a hike. If I was the Grandmaster of the Blades -- whether I supported the Empire, the Thalmor, the Stormcloaks, or decided to try to seize power directly would be up to
me...not the script.
Again, however, I think that such exclusive options would greatly impact the
length of a single playthrough. I could easily foresee such devotion to player agency creating a "main quest" that would only take ~10-20 hours to complete. I still think it would be a hit in the end, though, because I would probably still be itching to play the game after that. I could play indefinitely in my "endgame world", but I would also be inspired to create a completely different character, play through the game a completely different way, have a completely different experience, and come to a completely different resolution. Then, I could do it again. And again. And again...
I wish devs would not focus so much on "length". To be honest, I prefer shorter games. I've rarely encountered a game that held my attention from beginning to end. I've never once managed to get all the way through a Beth title (except Skyrim) without growing tired of it and playing something else for a while. For the ones that I did play all the way through to conclusion "without interruption", it had nothing to do with how long they were -- it had to do with formula, the mechanics, the aesthetics that just happened to tickle my fancy. Ultima VII. The original XCOM: UFO Defense. Descent: Freespace. Dark Forces II: Jedi Knight and Jedi Outcast (not JKII, though). The original Call of Duty and CoD: Modern Warfare. The original Fable. And most recently, TW3. Length doesn't matter one whit to me. (I'm happy to play through Modern Warfare three times in a row until I've gotten my fix, since it only takes ~5 hours to clock the entire campaign.)
When it comes to Bethesda's "anything, everything, and two kitchen sinks in every single playthrough"...it may be fun, but it always winds up killing the energy and leaving me rolling my eyes. It's disappointing. I may come back and finish later, but it usually takes me 2 or 3 attempts at starting and stopping to find a character that works within the linear confines of the story. It requires me to know ahead of time what will be forced on my character in order to create one that I can immerse in. I feel really, really bad for Fallout 4, as it did something I've been calling for since Morrowind -- the factions
were the pathway to the endgame. They weren't just things I did on the side, they were forces of resolution within the story arc itself. (But...then FO4 was marred by a host of other issues, and I hope Beth
maintains the "your faction = your endgame" system.) In the end, though, I never feel as if I fully identify with a Beth-style character. They're generally just a costume I wear while I run around a Beth world and do...whatever I want. By comparison, a character I build in Mount and Blade tends to stand out in my mind. I distinctly remember my trader that rose to prominence, becoming a vassal of Swadia and building three booming towns before rising to kingship. I also remember the tournament champion that took to raiding villages, becoming so infamous that his own employer became hostile toward him, but so wealthy and powerful he repeatedly fought off their army and "died" defending a castle he had stolen and held for months. Yep, the graphics might not be as good as Skyrim, and some of the systems are a bit "bare bones", but the sense of player agency and development of character is through the roof.
Snowflakez;n10517042 said:
But, I look at a game like Kingdom Come: Deliverance, which had a much, much smaller budget than the likes of CDPR or Bethesda, and I have my mind blown. So, it is possible to create a giant open world RPG with fun, complex mechanics and heightened reactivity. What the heck are the big guys doing, then?
And this is so true. Haven't tried it yet (I'm waiting for the patches to come and go), however I think this game is living proof that a big budget may help but is not what makes the difference. I've watched the first 6 hours of gameplay, and I definitely hear the complaints, but the execution is
fantastic. (The attack on the town was so well handled. It felt like a scene from Game of Thrones. So balanced and impactful.)
I can easily imagine a scenario where millions of additional dollars were poured into it...the engine getting overly-complicated...more features being introduced than could reasonably be included in a meaningful way...and the game coming out as a disjointed mess that left players completely baffled and disappointed.
Instead, you know what I remember? An interview with the creator where he expressed how frustrated and crushed he was when he realized they could not include Henry's dog, and had to make the decision to cut it from the game. Not,
We couldn't afford it. But rather,
We arrived at the conclusion that we could not implement it in a meaningful way, and putting it in the way we can do it would detract from the overall experience. So, we had to let it go.
Yes. YES. Yes-yes-yes-yes-yes.
That's the way you put an experience together and decide how a game will work. Money can't help that, but it can create the illusion of potential where there really isn't any. Less is more.