UncannyGarlic
Sonny, I Watched the Vault Bein' Built!
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Indeed. I am a perfectionist and completist when it comes to many games, western CRPGs just happen to be one of those genres that being able to complete everything (or having only the good, do nothing, and chaotic stupid path - separate issue) is not something that's desirable. I play most JRPGs these days with a walkthrough because they are too long and tend to have stupidly hidden content (FFXII's Zodiac Spear being the king) that is neigh impossible to get without a walkthrough. They are also linear games designed in a manner so that you can complete everything and that additional playthroughs will not be much different (there a handful of exceptions). I hardly have time to make it through a 100 hour game once, let alone twice so I like to get everything. All in all, JRPGs are getting more and more in need of game design police to just go in and throw out half of their content (most every mini-game, stupidly hidden content [Zodiac Spear], uncercumventable random encounters, poorly designed side-quests tacked on for more gameplay, ect.).Brother None said:eff-out said:I recognize the danger of sacrificing depth and longevity in favor of making everything available all at once, and I don't want that at all - I just think there are problems with taking more than one play-through for granted.
If there are, I'm not seeing them: what's the problem here exactly? You made choices, so you missed the Ghost Farm. I'll admit illogical consequences suck and should always be avoided, but neither should a pen and paper emulating game ever pander to the audience like that. It doesn't matter if you won't see everything. Heck, it's not the game's intention that you see everything. You make choices and they lock off parts of the game, and open up other parts. That's just the genre we're talking about here, and if that's not to your tastes then it's not to your tastes, but that hardly makes it wrong to be that harsh to players.
It certainly makes no sense to take "player must have (easy) access to all parts of the game (in a single playthrough)" a design intent for a game like Fallout. The whole point of such games is that they challenge you to be imaginative and find your own way and try to adapt as best as they can. They'll screw up every now and again and that sucks, but the intent is good, and it should be perfected in sequels, not abandoned.
You might as well start asking Hitman to stop taxing the player's imagination and instead offer simple, one-option-per-mission ways to finish things.
That said there are some things in Fallout that always bugged the hell out of me, the number one being able to steal from anyone with any level in steal. It drives the OCD part of me insane and eats up a lot of not-fun time, but time that I'm compelled to spend. But what's fun about western CRPGs for me is similar to what's fun about adventure games, trying stuff out and figuring things out. Granted adventure games are all too commonly linear but it's fun to just go with the game knowing that I was never intended to get everything. It's about doing stuff and seeing what happens (not to say that it prevented me from quickloading like mad - it was upfront and pushy about the importance of saving).
Now we come to the important question, did any Fallout games take multiple playthroughs to be fun? I never thought so and I still haven't done everything in either game. If you really want to see everything that you missed them youtube is bound to have videos of it all so you can view all of the content you missed later at your own pace. It isn't the same as playing through it but I find that it satisfies the OCD twinge (never had it for CRPGs though). As BN said, if you can't have fun with that type of game then it's probably not a type you enjoy.