Ok..
When Im playing a rpg, I expect to be playing as the character, so there defiinitely needs to be a sense of progression and feeling that I'm getting better as the game progresses, that's what makes me realize the character best, as the character grows in power in accordance to the rise in my expertise with the game.
Second is the story, without which I cannot have a good connection with the character and won't feel the motivation of going through the grind to make him better/ get to the end.
Choices/Consequences, well in this case I prefer subtle choices to an in your face dialogue tree kind of approach. The second kind of approach seems to divide the experience in distinct compartments only some of which can be enjoyed in a playthrough. This always leaves me feeling 'what if I had spoken to that guy kindly' rather than being engrossed in the current events. I prefer a kind of choice system where the choices are present in such a way that I don't consciously feel that I'm making a choice. That way the experience is more personal and your choices are closer to what you feel as a person rather than being based on what you think will get you the best ending or the super duper-est items.
Consequences, again I rather like the butterfly effect kind of approach to consequences, but there should be some sense to it. Whether I ate an old man's lunch or not should not have anything to do with events later on. yeah, Chrono Trigger, I'm calling you out.
Last I feel is the NPCs/Gameworld which is important for the player to get some kind of immersive role playing experience. The gameworld should be an interesting place with various activities going on regardless of the absence/presence of the player. It shouldn't feel as if the gameworld is centered around being a quest hub for you and everything that people do should not have to do just with you. Basically what I'm saying is that the player should not feel as if he is the most important caharacter in the gameworld. NPC's should have good dialogues which make sense, and cut voice acting if you can't make it good.
Reduce the graphics qualty if you must, but don't recycle NPC models like no tomorrow. This statement is especially valid for 3d games, where model repetition is much more conspicuous and irritating.
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