Game_Exile wrote:Azriel wrote:Game_Exile wrote:Why would anyone do this? What would marriage and owning a house be good for except decorating your characters like in Sims 2?
I don't THINK anybody is saying they want the sims, but there have been rpg games that had some micromangment (buying property) and romance/marriage before and it added to the gameplay. At least for me, it was optional and wasn't required, it took nothing away and added something besides the all mighty quests to do, which I enjoyed. I love going on quests, but sometimes you want to stop and smell the roses or do something else for a while. Nothing wrong with that.
OK , but if you have marriage, it should be more interesting than just some text, a wedding cut scene, and a useless locale. Implementing this sort of thing in a way that isn't farcically shallow would be very, very hard to do... And the choice to get married would only be the least bit meaningful in a game exciting enough where stopping to "smell the roses" would be a big deal. See the quote below:Game_Exile wrote:And this is why something like a timer/deadline on the "main quest" is so important in a "non-linear" game that features a lot of side quests. You can have your rewards for doing side quests, but there must be some sacrifice or risk to go along with it. And so-called "risk" can't all be in the player's imagination, LOL.
No on timed events, can't stand them and don't want them. That isn't optional like relationships, that is a FORCED event that I can't stand. You can have interesting OPTIONAL relationships that don't need a forced timer in the background.