So the new South Park game finally comes out next week and in preparation for it I have been playing the Stick of Truth. I love South Park and never got around to playing The Stick of Truth when it first came out so I wanted to give it a full on playthrough before I jumped on the second game.
For those who don't know, SoT is an comic take on a turn based RPG and RPG's in general. The game is a turned based JRPG battle system, while also playing on tropes of gaming and rpg's throughout it's runtime. It often makes fun of tropes in video games, while at the same time, using those tropes. Things like autologs, there are a batch of autologs that make fun of autologs, which admittedly for me is funny. It makes fun of the tropes it uses, but uses those tropes regardless.
South Park is a joke of a game and it beautifully uses everything it makes fun of to create a funny and enjoyable experience. So long as you can tolerate South Park's sense of humor which isn't for everyone.
But one thing South Park does that I absolutely hate, and have always hated, is the way it provides side quests. This is something that all RPG's have used and something I honestly didn't realize how much I hated until it became so glaring in the South Park game.
I'm a very systematic player, in any game I play. I like to clear out all my side quests before doing the main quest which moves the story along. It's just how I play games. Even in open world games, I will often go around and complete all the little markers on the map before I go do the quest or mission that the game actually wants me to do.
But what drives me crazy is when a game give's me a quest that is impossible to complete at that time. I don't mean that it is too high of a level, I mean that it isn't possible because you need to have an ability that you haven't unlocked yet.
For example in South park you get a quest from Al Gore to hunt for ManBearPig readings in the sewers. However in order to explore the sewers and complete this quest, you have to complete a certain mission in the main story in which you have a teleport device shoved up your ass. (I'm not making this up).
Whenever this happens in any game, I often completely forget about the quest by the time I get the ability that let's me do the fucking quest. Why can't they just give me that quest once I've gotten that ability? Why front load me with a bunch of shit that I can't possibly do? All it does is clog up my quest log, and place a bunch of markers on the map that I can't deal with. You know how often I will run off to a marker on a map only to remember after I've made the journey that it isn't a quest I can do yet? It wastes my time.
I get it devs you want to front load your quests like this to make the player think that there is ohh so much to do, but it is a shitty way to do it. You don't need to bombard players with a fuckload of wank right out of the gate. Overwhelming a player with nonsense is just as bad, and if you waited until the player learns an ability to unlock the quests that require that ability you actually would do a better job of motivating the player to push onward.
If I'm playing and reach level 5, unlocking...err....hook shot! Yeah let's say I unlock hook shot, and then a bunch of quests pop up that require me to use hook shot to get cool places, that would only motivated me to keep playing and keep unlocking abilities to see what other cool shit unlocks down the road. It's the carrot on the stick that leads players through the game and can be especially helpful at motivating a player through a story that they may not be having fun with.
The original Shadow of Mordor did this well imo. I frankly hate Lord of the Rings and think the lore is poorly written bullshit. But, I loved killing the shit out of orcs, and fucking with the nemesis system got me through the game where the story alone would not have keep me interested.
Fucking ass teleportation...
For those who don't know, SoT is an comic take on a turn based RPG and RPG's in general. The game is a turned based JRPG battle system, while also playing on tropes of gaming and rpg's throughout it's runtime. It often makes fun of tropes in video games, while at the same time, using those tropes. Things like autologs, there are a batch of autologs that make fun of autologs, which admittedly for me is funny. It makes fun of the tropes it uses, but uses those tropes regardless.
South Park is a joke of a game and it beautifully uses everything it makes fun of to create a funny and enjoyable experience. So long as you can tolerate South Park's sense of humor which isn't for everyone.
But one thing South Park does that I absolutely hate, and have always hated, is the way it provides side quests. This is something that all RPG's have used and something I honestly didn't realize how much I hated until it became so glaring in the South Park game.
I'm a very systematic player, in any game I play. I like to clear out all my side quests before doing the main quest which moves the story along. It's just how I play games. Even in open world games, I will often go around and complete all the little markers on the map before I go do the quest or mission that the game actually wants me to do.
But what drives me crazy is when a game give's me a quest that is impossible to complete at that time. I don't mean that it is too high of a level, I mean that it isn't possible because you need to have an ability that you haven't unlocked yet.
For example in South park you get a quest from Al Gore to hunt for ManBearPig readings in the sewers. However in order to explore the sewers and complete this quest, you have to complete a certain mission in the main story in which you have a teleport device shoved up your ass. (I'm not making this up).
Whenever this happens in any game, I often completely forget about the quest by the time I get the ability that let's me do the fucking quest. Why can't they just give me that quest once I've gotten that ability? Why front load me with a bunch of shit that I can't possibly do? All it does is clog up my quest log, and place a bunch of markers on the map that I can't deal with. You know how often I will run off to a marker on a map only to remember after I've made the journey that it isn't a quest I can do yet? It wastes my time.
I get it devs you want to front load your quests like this to make the player think that there is ohh so much to do, but it is a shitty way to do it. You don't need to bombard players with a fuckload of wank right out of the gate. Overwhelming a player with nonsense is just as bad, and if you waited until the player learns an ability to unlock the quests that require that ability you actually would do a better job of motivating the player to push onward.
If I'm playing and reach level 5, unlocking...err....hook shot! Yeah let's say I unlock hook shot, and then a bunch of quests pop up that require me to use hook shot to get cool places, that would only motivated me to keep playing and keep unlocking abilities to see what other cool shit unlocks down the road. It's the carrot on the stick that leads players through the game and can be especially helpful at motivating a player through a story that they may not be having fun with.
The original Shadow of Mordor did this well imo. I frankly hate Lord of the Rings and think the lore is poorly written bullshit. But, I loved killing the shit out of orcs, and fucking with the nemesis system got me through the game where the story alone would not have keep me interested.
Fucking ass teleportation...