Do you prefer "on the road" or "stronghold" RPGs?

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Albino Boo

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Vendor-Lazarus said:
I like both really, so I really like the moving strongholds of Kotor and Mass Effect where you take your place with you.
I have yet to see such a concept in a pure fantasy world though.
I wonder what that would be..
In a Steampunk world it could be a train or a zeppelin or even a submarine/boat.
In fantasy it could probably be.. a.. house on wheels? or the usual teleport I suppose.

Each type has their place and I wouldn't want to see every RPG implementing such a feature.
I give you Baba Yaga's cottage



A house that walks on chicken's legs.
 

Vendor-Lazarus

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albino boo said:
Vendor-Lazarus said:
I give you Baba Yaga's cottage

*Snipped image*

A house that walks on chicken's legs.
Of course.
Funnily enough I first learned about Baba Yaga's cottage in The Discworld series which also has The Library.
I prefer Sci-Fi to Fantasy though I like both. My mind was more wired to come up with sciency solutions.
There is no end to the limits of imagination. ,)
 

Shoggoth2588

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I've never really thought of RPGs like that before but now that it's been brought up, I can't help but think of many "on the road" and many "Stronghold" RPGs. When it comes to OTR, I loved Final Fantasy 2, 4, 6, and 7-through-10 which are all games with no real stronghold (although I can see an argument being made for the Airships being bases). Then I see games like Mass Effect and Knights of the Old Republic being Stronghold RPGs and I loved those too. Really though, I take these on a case-by-case basis.
 

Sigmund Av Volsung

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Dec 11, 2009
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I prefer my RPGs to be structured, so I'd go for a stronghold based one.

I feel that a game often loses focus or cohesion when going open world. Funnily enough though, I feel like Inquisition is more of an 'on the road' experience than The Witcher 3 looks like. TW3 has a large area that will be used and re-used for quests as you progress through the story, whereas Inquisition drops you from sandbox area to sandbox area and tells you to explore, without much reason to re-visit an earlier area aside from getting more Power(once the story bit is done).

Still, the point stands. I love both The Witcher 2 and KoTOR II because they are so tightly structured, with no 'have it your way!/go exploring!' fluff like Skyrim. I frankly find it a bit concerning that RPGs seem to be taking that direction(at least AAAs), though I'd be lying if I said that I am not having a whale of a time with Inquisition.
 

Danny Dowling

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on the road, that sense of just going out and finding whatever you find is amazing.

although one of my fav games of recent times is Little Kings Story, which is certainly more stronghold.
 

Reed Spacer

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Jan 11, 2011
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Johnny Novgorod said:
Interesting distinction.

I like having a main hub to call home. That doesn't necessarily make you lord of anything (like in Skyrim). Disgaea: Hour of Darkness makes fun of the fact none of your vassals will help out their Demon Lord on his excursions. In Disgaea 2: Cursed Memories your main hub is just your starter town, identical to Laharl's palace in the first game. Sometimes the concept can stretch to "starter towns" you keep heading back to. While nobody looks back when they leave their very first Pokemon town, places like Traverse Town in Kingdom Hearts (or Hollow Bastion in KH2) become a recurring place in your travels, because they have the biggest - if not only - stores and there's always stuff to discover and unlock and often the plot needs you to go back to move the plot forward. In Tales of the Abyss, "home" is Baticul even if there's nothing to distinguish it from other towns and cities, except for the fact it's where you start the game and it has an important role in the plot.

What I'm saying is, I'm having trouble distinguishing main hubs like castles from certain starter towns (or the only town in the game, like Diablo or Baroque). But generally I like the idea of having a place call home, as well as owning part of it.
I don't think Disgaea should count; it's a strategy game first and formost, and those almost always have a 'home base'.
 

Rebel_Raven

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I love them both, really.

I look at fallout as the wandering nameless stranger fantasy. You travel from one town that knows who you are coz you're awesome and fixed their problems to a whole new town that may not have heard of you to repeat the process. I like that feeling of blowing into an area, and doing stuff then moving on, anonymous again, and again.

But strongholds offer that familiarity. A place to hang your hat, and store stuff. I still have fond memories of Suikoden, wandering around my ever expanding fortress with a mild thing for Kasumi.
Mass Effect's Normandy incarnations serve well as strongholds. A hub to talk to your allies, and enjoy their stories.

Will there ever be a mobile stronghold game like travelling in a Winnebago, or something? Go drive some place, set up camp, enjoy the comforts of home, then go strike out?
 

Lilani

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May 27, 2009
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Hm, I find both rather appealing. I do like having a base to return to, it gives me a greater sense of belonging to the world and having more control over it as I explore and discover more. But I also like those first several hours in Skyrim where you don't have a home and you're just wandering from town to town, filling out your your map, discovering new places, meeting new people, staying at inns, coming and going whenever you please. You don't own the world, you're merely a participant, an observer always just passing through. You don't have any responsibilities or loyalties to upkeep except to yourself.
 

sanquin

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I think I prefer roaming over a stronghold. As strongholds haven't been done 'right' yet to me. Most keep to a 'you can choose what building to put in specific spots, but no more' or 'this is just a kind of hub'. If I play a game where you have a 'stronghold', I want to actually earn it and see it built. And after that, to see it occupied by npc's.
 

JohnnyDelRay

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Jul 29, 2010
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You forgot to mention the roaming stronghold, like KoToR and Mass Effect! I'm just kidding of course, you can always consider a spacecraft where you have all your crew/party or inventory management a stronghold.

OT: It really doesn't matter to me, I like adventuring, I like stopping in towns, and I like having a base of operations as well. Adventuring and building up a roving party feels awesome, like you're pulling together a force to be reckoned with, inspiring folks to follow you to a greater cause.

But having a base to plan, regroup, reinforce and strengthen is also pretty cool. Somehow, I feel that in games where you have a home town, it's kind of a cliche for most people in that town to be against the protagonist, and it isn't until the end of the game where you've proven yourself that the initial opposition turns to support. Just a feeling I get, but I'm sure I could pull up many examples of that if I tried (first that comes to mind is Heroes Quest 4, which I replayed recently, and that came out in 1994!). Others that come to mind are Neverwinter Nights, and now I can't remember if it was Titan Quest or Dungeon Siege.....
 

endtherapture

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Sigmund Av Volsung said:
I prefer my RPGs to be structured, so I'd go for a stronghold based one.

I feel that a game often loses focus or cohesion when going open world. Funnily enough though, I feel like Inquisition is more of an 'on the road' experience than The Witcher 3 looks like. TW3 has a large area that will be used and re-used for quests as you progress through the story, whereas Inquisition drops you from sandbox area to sandbox area and tells you to explore, without much reason to re-visit an earlier area aside from getting more Power(once the story bit is done).

Still, the point stands. I love both The Witcher 2 and KoTOR II because they are so tightly structured, with no 'have it your way!/go exploring!' fluff like Skyrim. I frankly find it a bit concerning that RPGs seem to be taking that direction(at least AAAs), though I'd be lying if I said that I am not having a whale of a time with Inquisition.
We don't really have a base in The Witcher games though. Geralt doesn't have a house or a room to put his things in in either game so far beyond the chests located at inns.

I'd love our horse in The Witcher 3 to function as our storage space really. I fully think that if it is implemented right, a game can do a tightly focused story based game in an open world. I think TW3 can be this game.
 

Zhukov

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Dec 29, 2009
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Same difference.

I've rarely played a 'on the road' RPG that didn't end up using hubs of some kind anyway. Usually towns.

The only difference is that you might change hubs every so often as you advance. Whoop-dee-doo.
 

MHR

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Apr 3, 2010
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Stronghold. I need a place to gear-dump, even if it does add a commute in some cases.
 

angryscotsman93

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I prefer a combination of the two- a "mobile stronghold," if you will. You know, like the Ebon Hawk from KOTOR and KOTOR 2, or the Hyperion from Wings of Liberty, or the Normandy from Mass Effect. I mean, as nice as it is to have a central fortress, I'll always choose a badass ship to operate from over a castle or citadel.
 

JayElleBee

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Jul 9, 2010
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On some deep psychological level, I like knowing my character has somewhere to go home to, curl up with a nice book, and nap in safety, so I guess I'd go for Stronghold. That said, it doesn't have to be a literal Stronghold like Skyhold. I'd be happy with a little cottage or a nice cave. I'm definitely more a nester than wanderer.
 

Fractral

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Feb 28, 2012
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I like having a moving stronghold. It's something I love about Starbound- the fact that you can always drop off stuff in your ship, no matter where in the universe you've ended up. The game still has a long way to go (and I'm a little suspicious at the lack of recent updates) but the game does that well.