CrazyBernie wrote:Basically what you're talking about by having a game with many different beginnings is the replayability factor. The general trend with a game that has a high replayability is that the length of the game is shorter. I would assume the reason for this relates to the all the development that has to go into all of the different paths and ensuring that the stories all mesh together properly.
I consider a good "pure" RPG to be very story driven, with good character development... and the longer the better (provided the content is good, that is). Saving the game goes hand-in-hand with that type of game for me. If someone developed a long, in depth RPG and told me that "well, you can't save whenever you want, but you can always start over and get a different game every time," I would either not buy the game, or stop playing after the first run through, even if it was a great game. It would require a monumental amount of patience to be able to play through the same game 10-15 times just to get all of the bits and pieces (not to mention all of the time in the world). Better to have a game that starts the same, has many story branches/endings, and save anytime capability. Then I'd be more likely to check out all of the different branches/endings instead of making 10-15 30+ hour run-throughs.
That is why I mentioned it would only really work with a short lengthed, more action based game... it would be required just to keep the player's attention. There is, however such a game that fits the many starts, no saves, long length picture... it's called World of Warcraft. Indeed, many of the people who play seem to have all the time in the world and far more patience than I can come up with (even though I played it off and on for several years). But WoW is hardly what I would consider a good, pure RPG. It's just a bunch of ideas for addictive gameplay smashed together.
Ok, I have then to detail a bit my idea because I do agree with your points here but I guess you need more info to eventually get my point.
My idea is a game with an enormous replayability potential. Why? just to let you forget it a few years, open it again and find a "fresh game" with a touch of "already known". But that don't mean it would be a diablo like with auto generated random dungeons etc... Nope, a realistic word very well crafted. Upon this world (full of "things" to do) a main plot that first you may not heard about, but a plot you may or may not (want to) discover which will drives you to a final. So as you can imagine, if we talk about freedom, you're character could died from natural cause (age) without following the main plot at all. That should be a possibility, I'm not saying it would be the best possibility, but one between others.
The point of such concept is to give the player the feeling he do have the control; he DO the story, see what I mean? Definitively, the player cannot do the story, but the concept is to create this feeling (or something near). So for this freedom is a key point.
Example of what could happen: Let's say you lose yourself in some parallels secondary plots (some may look like games by themselves), more and more you will hear about the main plot or discover the results of this plot (for example a town you know well, destroyed while you where running after a treasure in a far cave). At this point you may want to follow this plot but half you live already past and you will not be able to do anything at this point. Frustrating isn't it? BUT that is not a problem, the concept need some keys to solve such point and this is just a question of writing down the mechanisms.
So if one should count gameplay time, I have no idea, but clearly it need a LOT.
More: what if you need 2 or 3 characters to eventually end the main plot (over 200 years of game time)? Could be also an interesting concept, no?

Patience for this game? yes, a lot indeed. Can be a huge problem for many players I'm conscious of this. Now the idea is not a game to be done in a few hours, but an entertainment you may use at any time at any pace. Have only 5 minutes? Must be fine! It's also why the saving system to me should be something invisible. You open the game, you close the game. You're character must be there, no need to think about it. The last time you open it was months ago? No problem, you won't have to wonder what save was the last (good) one, etc... just open and continue...
CrazyBernie wrote:Look at EB1, how many people comment about the chests? I mean, that's an obvious problem that need to be solved. It's a clear flaw in the concept. In fact this problem came from the way loot is done but the result is that once a player do it, he will probably do it many, many times.
So even for a solo game, by cheating I mean destroying the concept, in that case realism...
Blaming the lack of self control on the developer is hardly fair. BW's job is to make a kickass RPG, not babysit everyone and make sure they don't stick their fingers in the wall outlet. That's up there with blaming McDonald's for making you fat, when all you do is sit on your ass all day and eat Big Macs and Large Fries (don't forget the Diet Coke... makes all the difference).
Wait, again I agree, but my problem is beyond the fact of just cheating or else; again it's a question of crafting a unique experience, and for this the author must know what "tools" the player will have to interact with the world. Else the author cannot fine tune the world and story... See what I mean?
CrazyBernie wrote:And I've said it before... and I'll keep on saying it. What does "realism" have to do with a "game" set in a "fantasy world"?? I only wish I could "reroll" my lottery ticket every time I didn't win. I'm a chest reroller myself, and I do it to set my own level of gameplay balance. That is, I generally reroll at the beginning of a game to get a decent set of starting gear, and taper off as I get deeper into the game. After all, I play more for the story than anything else... from the aspect of being some sort of hero in a fantasy universe. If BW released a patch for Book I tomorrow that removed the reroll exploit, as well as a major bug, I probably wouldn't patch my game.
Come on! You know very well what I mean by realism in classic RPGs D&D based. Anyway, if you really need an explanation on this I could say that realism is what the author decide it to be. Not the player.
Anyway, you describe here precisely what could break down part of a fine crafted story. What if the character need to "fight hard" to find out the first descent or even poor objects to begin with? What if the author want the player at a stage of the story to remember these hard days?
Héhé... funny!
CrazyBernie wrote:Perso I'm feed up with the main game industry. I'm past 30, have played many genres during many years and today I almost don't play anymore because I see it all already, see what I mean? Even the best stories in game are hardly comparable to a good book.
I've found that the solution to this is to read more books.

We completely agree on this one. I don't know how old you are but I guess people of my age still know what is a book. Unfortunately in my experience, people aged 20 and less have some kind of pathologic problem with books... Would be nice if a game could reach the magic of a good book. It's also why I'm looking at old school graphics, perhaps a way to give a place to imagination.
