Re: Your impressions of the narrative path
Posted: March 10th, 2017, 8:59 am
I know this was made during beta, but I will take the oportunity to give my feedback too so you can maybe use it to your next titles.Colin McComb wrote:Hello, assembled humans and other non-human-sentients!
I’m curious about your experience with the narrative path of the game. Any answers you give will be incredibly helpful in fine-tuning the story experience. I promise your critique won’t hurt my feelings, so don’t be afraid to be honest - just don’t, you know, be a jerk about it.
1. What was your personal path through Sagus Cliffs? This shouldn’t include the Labyrinth.
2. What were the high moments in the story for you?
3. What were the low ones?
4. Did you feel your goals were sufficiently clear?
5. What did you think those goals were, anyway?
6. Is there a way that you think this information could be conveyed more effectively?
I’m sure it goes without saying, but I’m going to say it anyway: We all appreciate your constructive feedback, your suggestions, and… well, you.
1) I followed my usual cRPG pattern: complete all sidequests before progressing in the main quest. This tought me a couple of hard-to-swallow things about the game. Side stories are, overall, quite uninteresting and so there's no really major incentives to do them. NPCs are often confused/half-crazy people, redundant and I personaly couldn't care less about their lives and, therefore, the tasks they were trying to give me. I believe devs made an effort to not use "fetch-quests" in the game, but this is not enough to make a good side quest. A good side quest will present you with a genuinely interesting NPC, or an exciting new area, or a story that will affect the main quest somehow, or at least will give u a piece of important/hidden lore. Sidequests containing these elements were quite scarce.
Another thing I learned from talking to so many NPCs, was that the writing in this game was going to be a problem for me. Game is filled with walls of text that are overall tedious to read, this is both because the quality of the writing was not good enough (it is clear the writer deliveratedly avoided synthesis in every single text, text that was most of the times not interesting enough to justify such a lack of synthesis/concretion) and because the spanish translation was a huge disaster and so I was forced to play in english which is kind of annoying when the whole point of the game is to read-read-read...
2) High moments for me were:
-Miel Avest in general (the "welcome" by Paj Rekken, the setting, the NPCs, the climatic arrival of the Sorrow, etc.).
-Pretty much every interaction between the Changing God and the First, like the part were he gives her the mask.
-The text adventures of the village built in the back of a whale and the ones concerning the Changing God escaping the Sorrow.
-Callistege in general. Her design, concept, personality.
-Rhin coming back to help me as an adult.
3) Most things not related to the main quest were of moderate/low quality to me, and overall too tedious to do. I think you should have added areas which are unpopulated, with more emphasis on crisis, like forests/dungeons/roads that are more action oriented to have the possibility to rest from the "text oriented" content.
4) You know, it was pretty clear that my main goal was to find a way to stop the Sorrow. Anything beyond that, was blurry.
5) This is an interesting question because I "thought" one of my main goals was to understand "what does one life matter". But I don't think this game has helped me much to answer that question.
6) Definitely this is one of the main problems of the game. Info is conveyed through walls of too often uninteresting text. This is pretty straight-forward to fix: 1) be more concise and avoid big texting unless you are willing to do supreme quality writing for an specific part and this part is not slow-paced by itself, because a wall of text will only make action loose momentum. 2) Avoid text altogether whenever possible! Anything you can show as a cutscene, do it. A videogame is not a book, nor will gamers approach your product like if it were.
I would also like to add to my critique that I thank the effort of making an CRPG which is one of my favorite videogame genres, and I hope my info will be helpful to your future titles