I believe minecraft would like to have a word with you. Actually that made me think of something, games have worked on their own without main quests but the one thing they didn't have is sidequests. Unless you have user made content then eventually the sidequests will run out and you are left with a world where everything is done but with no ending. I think for a game like this to work it would have to be a sandbox world In it's purest form, no sidequests just an enjoyable scenic world where you make your own fun and have endless possibilities within the mechanics themselves.TitanAtlas said:Developer: "Oh hey newcomer... we are going to introduce you to this game in wich you can look around and do stuff"
Player: "What's my objective?.."
Developer: "Objective? What's that?"
Player: "What do i have to do, my goal..."
Developer: "Oh theres no goal... you can go here, there, look around, shoot stuff and... that's basicly it..."
Yeah.... that sounds... so exiting... i can't wait to be trowned into a game with nothing to do... xD
Fallout games are typically story-based more than purely sandbox-focused. They just happen to take place in rather open worlds. Even Fallout 3 (as inconsistent in tone and lore with the rest of the series as it was) originally had a definitive ending.Anthony Wells said:DustyDrB said:Some would disagree, but I submit Fallout: New Vegas as the kind of game you're talking about.Bubba Doongai said:Agreed in regards to the radiant quests, they were way too repetitive. The point about Skyrim is valid as well. I suppose a developer's motivation for abandoning the main quest would be important. If they were doing so because they suck at storytelling (Bethesda) then they wouldn't be able to make the side-quests any more interesting storytelling-wise. But if another developer came forward who were good at both creating interesting open worlds and storytelling then I think the idea might work better. Because even with a developer who are good at creating those two facets of games, I'd guess the main story would still suffer from pacing issues due to the game's open world nature.DustyDrB said:Yeah. Absolutely. God yes. Seriously, how many fetch quests can you go on? There were only a few miscellaneous side-quests (non Daedric or faction-based) that I liked in Skyrim. The rest were just boring. Radiant quests turned out to be a clunker.
you know why i hated new vegas? no post storyline sandbox... i dont know why..i loved the plot..but after i beat it once i had no drive to ever play it again.. because my experience was over after i beat the main plot..so i had no reason to keep playing..i like clearing out the main quests so i can od the side quests or vice versa but..once i beat new vegas there was nothing left for me..it just got really fucking boring..fallout 3 didnt have that problem to me.. it was a sandbox game that ended after you beat it..thats not how a sanbox should be..it should be never ending..i mean i loved the game..considered it as like number 3 of 2010 behind red dead redemption and mass effect 2 but unlike those games i just could not bring myself to beat it more than once. Technically im like 200 hours into skyrim and only 1 third of the way through the plot but not because its bad but because the directionless fucking around keeps me entertained, so it comes down to the gamer i guess.
This is very close to my thoughts as I was playing Skyrim. If a world is going to be truly immersive and your choices really matter then all quest lines should continue with or without you.JesterRaiin said:How about a game with the storyline that doesn't care about player at all ?
Some events happen, because they happen, they can't be changed, prevented or slowed down.
Actions of player, his level or progress have no impact on them.
Player, exactly like everyone else in the game faces them and it's up to him how he react - will he go boldly, try and make a difference, hide in some vault or try to escape all problems. There's no main storyline focused on player - he is only one piece of bigger picture. No chosen one, no scion of angels and scourge of gods. Only simple person that can change his life.
I'm thinking about some fort or castle that prepares for the siege scenario ("Army of Darkness" anyone ?)
("Dead Island" flirted with this idea for a bit, however they failed)
I'm with you. If people choose to make up a story for why they are clearing that ravine of monsters, it's not the same as if the developers wrote and planned a story to happen.Mr. Omega said:And I can hear you going "B-b-but MINECRAFT!" But part of the whole novelty of Minecraft was that a story mode would have hindered that kind of game: a giant creative tool to make whatever you want. And there aren't any sidequests in Minecraft.
This is a good analogy for Skyrim actually. There is an awful lot of spoon stacking and very little gratitude for killing Satan.Skoldpadda said:I need focus.
I hate anything Bethesda because they're all about big worlds where you can stack spoons (*) but no one gives a shit if you've just killed Satan and saved the world.
DustyDrB said:Fallout games are typically story-based more than purely sandbox-focused. They just happen to take place in rather open worlds. Even Fallout 3 (as inconsistent in tone and lore with the rest of the series as it was) originally had a definitive ending.Anthony Wells said:DustyDrB said:Some would disagree, but I submit Fallout: New Vegas as the kind of game you're talking about.Bubba Doongai said:Agreed in regards to the radiant quests, they were way too repetitive. The point about Skyrim is valid as well. I suppose a developer's motivation for abandoning the main quest would be important. If they were doing so because they suck at storytelling (Bethesda) then they wouldn't be able to make the side-quests any more interesting storytelling-wise. But if another developer came forward who were good at both creating interesting open worlds and storytelling then I think the idea might work better. Because even with a developer who are good at creating those two facets of games, I'd guess the main story would still suffer from pacing issues due to the game's open world nature.DustyDrB said:Yeah. Absolutely. God yes. Seriously, how many fetch quests can you go on? There were only a few miscellaneous side-quests (non Daedric or faction-based) that I liked in Skyrim. The rest were just boring. Radiant quests turned out to be a clunker.
you know why i hated new vegas? no post storyline sandbox... i dont know why..i loved the plot..but after i beat it once i had no drive to ever play it again.. because my experience was over after i beat the main plot..so i had no reason to keep playing..i like clearing out the main quests so i can od the side quests or vice versa but..once i beat new vegas there was nothing left for me..it just got really fucking boring..fallout 3 didnt have that problem to me.. it was a sandbox game that ended after you beat it..thats not how a sanbox should be..it should be never ending..i mean i loved the game..considered it as like number 3 of 2010 behind red dead redemption and mass effect 2 but unlike those games i just could not bring myself to beat it more than once. Technically im like 200 hours into skyrim and only 1 third of the way through the plot but not because its bad but because the directionless fucking around keeps me entertained, so it comes down to the gamer i guess.
Think about how extremely difficult it would be to have the game go on after the main story in New Vegas. There are four possible major endings with numerous other choices that you made throughout. For example: The Khans could have been wiped out (by the NCR or Legion), they could have been assimilated into the Legion, they could left the Mojave and sought aid from the Followers of the Apocalypse (and then used their new knowledge to become a truly powerful faction), they could have been broken and scattered, they could have been relocated by the NCR to a new reservation, and they could have joined up with the Vault 19 Powder Gangers. That's just for one faction. How would they represent all the possible changes to the world in gameplay if they allowed you to continue on after the main story?
Beyond that, most of the side quests in New Vegas at least tangentially relate to the main story. So you don't get the "faffing about" feel when you wander and help random people out that you do in other RPGs. Everything feels like it can help flesh out the world and inform your ultimate decision in who to side with in the game.