More on Choice; Info-dumps
Well, I think I found a point for my last entry: games are more interesting when you can't win using just one strategy. That's the key to interesting combats; it shouldn't always be viable to hold down the "Okay" button and keep making normal, physical attacks at the nearest enemy until it dies. It's also the key to an interesting game in general. Lufia II, for example, tended to require a lot more thinking both in- and out- of combat than most CRPGs do, and aside from the times when I was very, very stuck on a puzzle, the variety kept my attention longer. Deus Ex is also a good example of how the viability of different strategies makes an interesting game. It's an FPS with RPG elements. Going through the game without killing anyone is quite possible; so is going through the game killing everyone in sight. Of course, interesting games are also harder, because things are more interesting when you have to actually think about them. In some ways, more recent console RPGs seem to be heading for less interesting gameplay, throwing inane puzzles in the player's way to make the game appear harder when you can really just cheese the combat system to death. They seem to be trying to compensate for this by adding shinier graphics and giving you less control over the player characters' actions, so that it's more like watching a movie with combat and puzzles spliced in.
Hmmm.
I'd also like to talk about the trend of triggering info-dumps on players of RPGs. I think this is a little more rampant in non-professional works. You know what I mean. You'll find a library or some other building or compound that can act as a database of information, and there'll be more of the world's history than you can shake a stick at. And maybe, if you're lucky, some clues to secrets and sidequests. Some small fraction of the history does help uncover or elaborate on the storyline, but most of it is in there for flavour. Think about the library in Myst - lots of pretty journals, but all that text for only a handful of clues to solving the puzzles. Yes, they added flavour. I'm not against flavour. But think about how people use spices in cooking. When you add cinnamon to apples when preparing them for pie, you don't put in a quarter as much cinnamon as there are apples. That's far too much; it'll just be bitter. That's the way it is with these info-dumps. I suppose it makes it "harder" to find secrets if you have to wade through history books to find the clues, but there's a difference between tedious and difficult.
Hmmm.
I'd also like to talk about the trend of triggering info-dumps on players of RPGs. I think this is a little more rampant in non-professional works. You know what I mean. You'll find a library or some other building or compound that can act as a database of information, and there'll be more of the world's history than you can shake a stick at. And maybe, if you're lucky, some clues to secrets and sidequests. Some small fraction of the history does help uncover or elaborate on the storyline, but most of it is in there for flavour. Think about the library in Myst - lots of pretty journals, but all that text for only a handful of clues to solving the puzzles. Yes, they added flavour. I'm not against flavour. But think about how people use spices in cooking. When you add cinnamon to apples when preparing them for pie, you don't put in a quarter as much cinnamon as there are apples. That's far too much; it'll just be bitter. That's the way it is with these info-dumps. I suppose it makes it "harder" to find secrets if you have to wade through history books to find the clues, but there's a difference between tedious and difficult.