For a little while, I've been thinking. Games like ME1, ME2, DA:O, Fallout 3, etc all have side quests/missions. These side missions all have one thing in common; they are short.
Instead of making 25 - 30 short side quests, why not make 5 to 10 long ones, using ME2's Overlord DLC as an example? a few side missions of that size would be far more satisfying that the quick "go to a location an kill everything there" type game designers tend to make. A few, longer missions couldn't be harder than the large number of smaller ones.
Maybe someone needs to remind the game industry that quantity does not equal quality...
I've been thinking...
I think the problem is two-fold:
On a sidenote: for me, personally, (full) voice-over is a step backwards.
- The current standard of games entails pretty graphics, which are work-intensive, and voice-overs, which are also work-intensive. Working hours = money. So, despite ever-increasing budgets, developers are forced to spend more resources on less actual content.
- Games are focussing more and more on casual/younger/non-gamers, so they have to keep the time/effort investment required, to a minimum.
On a sidenote: for me, personally, (full) voice-over is a step backwards.
While I understand what you're saying in principle, I have to question the first point. Fewer, but longer, side missions can't require any more time to develop than a large number of short ones.
However, I completely concede point #2. This whole "causal" gamer thing is ruining gaming in general, and cRPG's specifically. Though I can understand the desire to appeal to a wider audience, there has to be a better way than "dumbing it down".
However, I completely concede point #2. This whole "causal" gamer thing is ruining gaming in general, and cRPG's specifically. Though I can understand the desire to appeal to a wider audience, there has to be a better way than "dumbing it down".