Is it just me, or is anyone else fed up with party-based RPGs?
Consider:
The worst part is when games built on engines obviously designed for a somewhat solitary existence get parties forced onto them like in Fallout: New Vegas. Obsidian, in all their Bioware and D&D inspired idiocy, decided that adding companions and followers would be the perfect way to ruin one of the greatest strengths of the Bethesda engine - that horrific feeling of loneliness you get in a huge world.
Or, consider:
How forced 'parties' as a gameplay concept are in games such as Mass Effect 2 and Dragon Age 2. The social dynamics in a group of tight friends simply do not work the way that Bioware wants them to work. Groups don't form around a single leader as easily as they imply. Talented individuals such as the companions you acquire in those games simply shouldn't have egos small enough to work together. You feel forced to bring all of them along, babysit their needs, finish all their side quests... until you realize finally that companions in Bioware games are the ultimate walking McGuffins. Their functions come first and are built into the gameplay, then the form is lopped on top with no consideration for how it influences the credibility of a game.
Ok, that's just off the top of my head. But I get the feeling that if I spent more time on this topic, I could explain my gut aversion to 'parties' better. It's Saturday morning and I haven't had my coffee yet.
Anyone else feel the same way?
Consider:
The worst part is when games built on engines obviously designed for a somewhat solitary existence get parties forced onto them like in Fallout: New Vegas. Obsidian, in all their Bioware and D&D inspired idiocy, decided that adding companions and followers would be the perfect way to ruin one of the greatest strengths of the Bethesda engine - that horrific feeling of loneliness you get in a huge world.
Or, consider:
How forced 'parties' as a gameplay concept are in games such as Mass Effect 2 and Dragon Age 2. The social dynamics in a group of tight friends simply do not work the way that Bioware wants them to work. Groups don't form around a single leader as easily as they imply. Talented individuals such as the companions you acquire in those games simply shouldn't have egos small enough to work together. You feel forced to bring all of them along, babysit their needs, finish all their side quests... until you realize finally that companions in Bioware games are the ultimate walking McGuffins. Their functions come first and are built into the gameplay, then the form is lopped on top with no consideration for how it influences the credibility of a game.
Ok, that's just off the top of my head. But I get the feeling that if I spent more time on this topic, I could explain my gut aversion to 'parties' better. It's Saturday morning and I haven't had my coffee yet.
Anyone else feel the same way?