• rumschlumpel@feddit.org
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      5 days ago

      There is “exploration”, and then there is “obsessively grinding sidequests”. If you tie endings to the latter, that is … questionable design, especially when it’s not clear if you’re merely pursuing a sidequest or doing something that will lead to a completely different ending.

    • chromatic_aberration@discuss.tchncs.de
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      4 days ago

      It is good design only if it’s good. The prevalence of Indy games in modern gaming culture has taught me that games should stick to what they do well. If exploration is a meaningful and engaging element it can be excellent. Most of the time in RPGs it’s a drag. And even if you don’t like it, the influence on the parts of the game that are good means you can’t skip it. In an RPG, collectables is something I never interact with because it’s boring. I am however getting every usable item there is even though I don’t enjoy doing so.