this post was submitted on 18 Feb 2024
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This is me in Red Dead Redemption 2.
Plot mission: They kidnapped my SON! Arthur, we're forming up a posse and riding into town to get my son back! [yellow mission marker appears on the map]
Me: Oh, that's awful. I'm sorry to hear about that. [Ok, so I still need to find and kill a cougar for my satchel. Let's see, the best spawn point for cougars is a few days ride away up north...]
--
So many of the missions in that game are cliffhangers and imply that you need to do something now. But, I'm always off picking flowers, hunting rare beasts, looking at treasure maps, and so on.
It actually ends up ruining the plot to a certain extent. Like, the plot missions are all about how the gang is desperate for money, meanwhile I just finished a treasure hunt and brought back $1000 and donated it to the camp. I'm financially supporting this group of 20ish people, plus I'm feeding them with all the meat I bring back for the stew (even if I'm only allowed to have stew every couple of days). Dutch keeps saying we need one last score so we can get on a boat to Tahiti. I'm like "give me a couple of days and I'll buy first class tickets for all of us."
I get the feeling that by Chapter 6 you're supposed to be losing confidence in Dutch (as a player, as Arthur you still seem to have confidence in him for some reason). But, for me, he was an idiot many chapters ago because he was suggesting all these illegal schemes to make money, when my hunting, herbing, etc. was bringing in the big bucks.
And, I've barely played the fishing minigames yet, let alone the legendary fish fishing games...
I would love an RPG where time actually matters. If some NPC tells you to meet him under that tree tonight, and you're not there, he should get mad and refuse to help you. And if a mission is urgent, there should be consequences if you go off doing something else, maybe even failing the mission. It would be awesome if there are multiple missions but you only have time for one or two.
Related, how about no radar and mission markers? So if you get directions, you actually need to follow them. And you need to actually explore instead of simply following a quest marker with half an eye on a minimap. IIRC one of the early Elder Scrolls did this?
My first impression was that this puts an awful lot on the player to remember, that wouldn't even be a thing for somebody who actually lived in the world.
I think I could tolerate some of this though if games would stop having main storyline plots that revolved around rush rush rush. Looking at you, cyberpunk 2077.
I feel like this could be solved just by having a journal with a recap of where you have to go. "NPC said I need to go to the hut near the river just north of X village", and then you could look at a map, find the river, and know it should be somewhere around there. No need to remember, but also no need to just mindlessly follow an orange marker.
Yes, this is what meant. That would be great.
This is what Morrowind did, but the journal was organized chronologically so it was a hilariously incomprehensible mess. You basically just had an unorganized bullet pointed to-do list, with zero context surrounding the individual points. So if you started one quest then picked up another in the middle, the first quest would be split in half as bullet points landed on both sides of the second quest.