Darian Tylmare wrote...
That's your personal preferance. I like to call the shots myself and getting entertained by being the center of the universe in games. I want to make an impact and not be like any other dung covered wandering adventurer.
Besides, as someone else said, after 7000 years or more of history every story on every conceivable way was sometimes told. There's no new thing anymore. And what you consider cliche, I consider to be the best way for this very medium.
There are story archetypes that are way more cliched than others. Saving the world from a force of always chaotic evil creatures or a madman nihilist is one of the most overused cliches. Take JRPGs for example, some of the biggest offenders...most stories are about how a young boy and his young girl love interest saving the world from an evil madman who wants to destroy or conquer everything. Look at Final Fantasy, its almost the same story every game...madman wants to destroy the world, existance, etc. It was awesome when Kefka did it, but the series has the same villian since then...Ultimeca, Kuja, Seymour, that stupid superpope character in FFXIII, and even in the end Sephiroth and the same story...save the world.
Thats what makes Atlus games so fresh...they do not play into cliches. Radiant Historia has big time choice and consquence and a very clever time traveling mechanism in which sometimes, your actions can destroy the world. Then there is Tactics Ogre....making the genre look like crap for 16 years...and has even better morally grey choice and consquence than most WRPGs.
Extremely morally grey political stories have been done before...but they are very rare that you see them in games.
And as a pointman/pointwoman...I find influencing a persons life to be far more powerful than being a god like character in which all the world bows to my decisions. DAII and the rivalry path gives me that choice and influence.





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