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Post by Variaz on Feb 21, 2011 21:47:40 GMT -5
Sure, we keep talking about classes, gameplay balance, overpowered vs underpowered... but in all this stuff, we've never really discussed an important part of an RPG: the story. I'd like to hear some comments on the game's main storyline. It isn't complete, but we're about half done, with two main quest bosses having shown up, and the villain's name has been revealed. So I'd like to have some comments on the story so far, pros and cons alike, and what you'd like to see more of, or less of. Oh, and English grammar doesn't count, I know it's bad. But until the storyline is complete, there is no point in fixing that at the moment.
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Post by Gando on Feb 21, 2011 22:36:57 GMT -5
Honestly it has been so long that I don't really recall the details of the storyline but I remember my impressions vaguely: It seems some what par for the course with RPGs. (You need a hook to get people to do the things necessary to move the plot line along, You have your standard foils, antagonists etc) I think the one thing that might be missing is a sense that what you are doing is actually saving the world. I say this because the main evil characters are like Ukrainian shell dolls, in reverse. You eliminate one boss only to find he was merely the pawn of another more menacing boss. This is fine but it would be nice if the threats weren't so linear and black n white. It should be possible for instance to turn some of them to the side of righteousness with the right dialogues and actions.
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Post by Variaz on Feb 21, 2011 23:00:48 GMT -5
...or join them. But yes, we have an Alignment stat, but right now, it is rather meaningless, as the main storyline doesn't really have a "good" or "evil" path, it's rather linear. There should probably be more paths for the player to take.
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Post by Gando on Feb 26, 2011 7:18:39 GMT -5
I think the real problem with this thread is that we (the players) have been so long out of touch with Portralis (since it's been dismantled in 5.0+ for the last 5-6 months at least.) It may not be possible for us to convene with good ideas to help you along. Though as far as I remember the story proceeds with few problems other than a lack of direction at times which is a drawback to nonlinear game design.
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