....or the "least necessary rpg elements"-Thread
Adding rpg elements to a game can benefit it immensely. Players can be constantly rewarded by bein given Experience points, which then can be used to buy good, meaningful upgrades, that enhance the gaming experience. This can add an additional layer of diversive gameplay, letting the player choose what ability of their character to increase and also make him feel like he's accomplishing something by gaining more and more power compared to where they started off from.
This is not the thread for those games. This thread is for games with rpg elements that either add nothing to or actively distract from the game you're playing. Basically games that would have been better off not having any of those systems in the first place. I'll start:
Darksiders 2
Darksiders(1) was a God of War clone. In it you murdered monsters, acquired a set of subweopons and special attacks etc. You could also explore the world and find hidden chests, in which were health upgrades, money or if you were lucky upgrades for your weapon. All of this was fine. So where does Darkksiders 2 differentiate? It's not the upgrade system(which is fine), it's with the chests. Because now instead of finding predetermined goodies, the loot is randomised. You can find different weapons, like sccythes or gauntlets or swords and armor, all of which have random stats and can be found in different tiers (white,green,blue,orange). If you like to use swords and have just fought your way through an optional dungeon only for the big chest at the end to spew out an orange Axe, you're screwed as chests don't respawn and you're stuck with the axe for the rest of the game. This system does nothing but restrict the player to using the best weapon he has at the time, thus limiting their playstyle options. It also opens up the possibility of chests containing nothing of worth to the player at all and cluttering the inventory with useless items. A system like its predecessor, where every weapon was balanced to be as good as every other one and Chestst ALWAYS contained something of use, would have been leaner, sleaker and more beneficial for the player.
So, with that out of the way, what kind of games have you played, where rpg elements didn't help the game at all?
Adding rpg elements to a game can benefit it immensely. Players can be constantly rewarded by bein given Experience points, which then can be used to buy good, meaningful upgrades, that enhance the gaming experience. This can add an additional layer of diversive gameplay, letting the player choose what ability of their character to increase and also make him feel like he's accomplishing something by gaining more and more power compared to where they started off from.
This is not the thread for those games. This thread is for games with rpg elements that either add nothing to or actively distract from the game you're playing. Basically games that would have been better off not having any of those systems in the first place. I'll start:
Darksiders 2
Darksiders(1) was a God of War clone. In it you murdered monsters, acquired a set of subweopons and special attacks etc. You could also explore the world and find hidden chests, in which were health upgrades, money or if you were lucky upgrades for your weapon. All of this was fine. So where does Darkksiders 2 differentiate? It's not the upgrade system(which is fine), it's with the chests. Because now instead of finding predetermined goodies, the loot is randomised. You can find different weapons, like sccythes or gauntlets or swords and armor, all of which have random stats and can be found in different tiers (white,green,blue,orange). If you like to use swords and have just fought your way through an optional dungeon only for the big chest at the end to spew out an orange Axe, you're screwed as chests don't respawn and you're stuck with the axe for the rest of the game. This system does nothing but restrict the player to using the best weapon he has at the time, thus limiting their playstyle options. It also opens up the possibility of chests containing nothing of worth to the player at all and cluttering the inventory with useless items. A system like its predecessor, where every weapon was balanced to be as good as every other one and Chestst ALWAYS contained something of use, would have been leaner, sleaker and more beneficial for the player.
So, with that out of the way, what kind of games have you played, where rpg elements didn't help the game at all?