It happens in every commercial game. The world is in danger, the heroes are chasing after some bad guy, or there's a killing spree going on. And yet, the heroes always seem to find the time to go to the Chocobo Races along the way.
Personally, I don't have a problem with this. I'm all for deviating from my quest after Guy Who Is Evil to find missing cats and getting a tan (as long as it's fun/rewarding enough). The problem is, I can't seem to have such things in my own games. Their quests are always too urgent to take the time to relax.
"Come on guys, I heard Guy Who Is Evil went through the high mountains!"
"Ooh, a mall! Let's stop and go there!"
"What?! No you stupid ****! If we do that, Guy Who Is Evil will get too far ahead of us and do who-knows-what!"
I dunno, I guess I'm putting too much logic into how my games flow. My games just become some big linear quest with nothing else to do but chase after said evil person. I suppose I could try to put them in, but it just doesn't feel right. Anybody else have a problem like that?
Personally, I don't have a problem with this. I'm all for deviating from my quest after Guy Who Is Evil to find missing cats and getting a tan (as long as it's fun/rewarding enough). The problem is, I can't seem to have such things in my own games. Their quests are always too urgent to take the time to relax.
"Come on guys, I heard Guy Who Is Evil went through the high mountains!"
"Ooh, a mall! Let's stop and go there!"
"What?! No you stupid ****! If we do that, Guy Who Is Evil will get too far ahead of us and do who-knows-what!"
I dunno, I guess I'm putting too much logic into how my games flow. My games just become some big linear quest with nothing else to do but chase after said evil person. I suppose I could try to put them in, but it just doesn't feel right. Anybody else have a problem like that?




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