Do we really need all this bullshit when 95% of all games takes place on like a third of a single continent on Nirn?
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Do we really need all this bullshit when 95% of all games takes place on like a third of a single continent on Nirn?
What don't you like a huge clusterfuck of metaphysics in your game? They really should have used the less is more design philosophy.
Let's exercise this theory and invent a game around it.
Each post adds a single detail to the game. Keep your addition under 2 sentences in length.
You cannot negate, ignore or replace elements added by other anons.
The overarching theme is 'less is more'.
I'll start.
> The entire game takes place inside of a 3x3 meter room.
>There are two dudes (gods) in the room.
> Each time one of the gods makes an 'action' the room shrinks by 1 cubic millimeter.
>the gods are 1 planck length in size
>The universe has existed for so long, all that is left are a few cubic millimeters. Still infinite compared to everything, but the influence of the gods is growing weaker, as they do not wish to end the world.
I think more along the lines of metaphysics in Conan. You know they exist and who worships who but that is about it.
They also told the story of the metaphysics from the ground up not top down. TES went the top down route and it is eye glazingly boring.
Isn't TES also ground up?
Unironically, yes.
That metaphysical clusterfuck is main source of conflict in the setting. That includes tge constant religious and race wars.
>thalmor_handrubbing.jpg
its fun
DnD and 40k does the exact same shit, Metaphysical shit like this is just a way for them to overexplain magic system within a believable concept
>40k
40k does the opposite, though. they use the massive clusterfuck of their setting as an excuse to have dudes be able to fight for any number of nonsense reasons without impacting other events because lolsofaraway
yes
SPACE PACMAN
You don't understand, we absolutely need to know about lunar calendars and all the different Khajiit breeds we'll never see
The funny part is that all of this was just invented as an excuse for why Khajiit don't have a consistent design between games.
No the real funny part is they did that, only to stick with the same design for seventeen years because asset recycling is easier.
>Needlessly complex and intricate background noise that has virtually no effect on gameplay title after title
It's just soulslike worldbuilding...
>soulslike worldbuilding
>fillin theblank... forgive me...
I actually kind of like the Lore and setting. The problem is the games have fallen so far short of delivering a satisfying experience for like 3 games now. 4 if you count Blades mobile. It's depressing. Bethesda need to hand off the IP to someone who can make competent RPGs. I'm sad that ESO got so many continuity things wrong
If by competent RPG you mean shitty companions and 10 different responses for the sake of my """hardcore roleplaying experience""", please consider suicide.
>Game features worldbuilding lore that ends up not mattering at all
Cyrodil was a hot and humid tropical jungle two entire dragon breaks ago. The red mountain wasnt red when septim last walked the earth.
TES metaphysics is unironically the closest thing to the real truth.
proof?
>an RPG has extensive worldbuilding
what is the problem exactly?
See
Good question.
On Earth, cosmology was a very popular topic even before space travel.
Man trying to figure out his place , spiritually and literally, in the universe is a very different animal than a video game backstory .