"Forget-me-nots, second thoughts live in isolation
Heads or tails, fairy tales in my mind"
Heads or tails, fairy tales in my mind"
Green Day - Are We the Waiting
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Have you ever heard anyone speak the phrase "I have a meeting today" cheerfully? Me neither. So how did we end up with department meetings in computer games?
Rogue Trader got me onto this subject -
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Chair recognizes the S&M zombie girls' representative |
Just like in real life, though, listening to your "respected" colleagues' self-important yammering on topics at best tangential to your goals can easily get boring. (Not sure why little miss stabalot gets included in deliberations at all, predictably solving problems with murder; Kibble doesn't have what you'd call a wide range of interests.) The most obvious problem can be loquaciousness, worst in Owlcat's previous title Wrath of the Righteous where you could return to the capital only to get stuck in your throne room for several pages' worth of accumulated meeting after meeting. Even Rogue Trader's best-written quest chain so far, Ablution in Blood, can bench you through a nigh-interminable dozen-participant dialogue chain if, like I did, you decide to let Jocasta handle the initial legwork. But "walls of text" are slandered often enough in user reviews for developers to beware sheer length of interlude. No, currently I see more stumbling on timing and relevance. Ah luvs me sum flavor text, but careful where you stick it.
Timing calls back to my comments on cutscenes. Dialoguing through an issue and getting your NPC companions' perspective before making a "mine, farm or road" development decision improves on plain, dry exposition or number-crunching, but let's emphasize it is not the game itself. Otherwise you're falling back on selling text adventures as video games four decades after their glory days. If it's not core gameplay, it must intersperse core gameplay. But those planetary development events pop up when you check on a planet's progress, which itself tends to happen as you're star trekking, that being already a diversion from your RPG party's ruin-combing.
Meetings between quests = great.
Scanning planets between quests = great.
Meetings between scanning planets = ... how long do you think you can get away with that before I start wondering what (mini)game I paid for? (KoDP for instance was fairly careful not to place clan ring sessions back-to-back, never letting you lose track of managing your population and resources for too long in a stretch.)
The time my characters spend discussing what to do or was done should be preceded or followed by doing something, but such interludes can too easily drift off into their own separate minigame. Again, viewing such meetings as playable cutscenes, they're basically an extension of the talking heads pre-mission briefings popularized by Starcraft (or, hitting even closer to home, Rogue Trader's immediate predecessor Mechanicus) which have direct relevance to your next mission objectives. But if you want a good example, try a very different RPG.
Warhorse Studios surprised me taking the risk of deliberately portraying a siege as frustrating and time-consuming, especially when you're hilariously forced to wait for trebuchet recalibration, and especially especially as this comes right before the grand finale. It succeeds for various reasons (not least doubling as a victory lap for the player toward the game's end) but for my purpose here it's also a big get-together of all the lords you've been questing for until that point. As they hand you different quests (supplies, messages, intercepting enemy reinforcements, recruiting talent, infiltration and pushing the proverbial big red button) the event basically stalls for days at a time, but you're never left just waiting for it to finish or go from convo to convo. The big discussions tend to lead into gameplay taking advantage of your existing skills, each feeding into a coherent over-arching narrative about trying to get into that damn castle.
When it came to the Pribislavitz DLC on the other hand, Warhorse did fall into the trap of letting you build multiple upgrades at once so long as you've got the cash, taking most all the heft out of seeing your town growing as you come and go, then getting hit with back-to-back legal disputes from your peasants.
Alternate elements, use them as lead-ins to each other, and always return to core gameplay. I've defended even simple walking so long as it's a meaningful part of a larger task. Puzzles or events handled through an alternate interface, like skill checks in dialogue trees can be great... but the point was they should incorporate existing character development choices and feed into further adventure (see the colossal cave adventure from Pillars of Eternity's White March expansion) not spin off into some separate 41st millennium Dilbert parody.
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P.S.: I miss Moe Biehl