@Blue: So by the point you're choosing the true killer, is it impossible to get it wrong then?
@ginger: Well, they're sort of the game type that supports stories the most. Games with more complex and interactive forms of gameplay can't lean as much on story, because you're
doing the story. So what story there is needs to be subtle, almost implied, so it doesn't get in the player's way.
For example, a game I worked on with a team of students: We obviously had no budget, so we couldn't do much for the story. Our writer ended up cramming the vast majority of the story into two cutscenes and a few collectibles that did nothing else. As a result the story seemed crammed in. RPG's can get away with it much better because their gameplay is very restricted, so they lend themselves to the segregation of story and gameplay much more. This allows for much more complex plots.
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True. I prefer a steady helping of buff/debuffs and standard level attacks. Keeps the SP levels high for the long-ass battles most of them wind up being.
edited 17th May '12 6:44:59 PM by kegisak