The director of Outer Space II talks about RPG: Real role-playing requires players to “think about every decision.”

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He was pleased that, in a recent interview with the director of the game, Brandon Adler (Temporary, Brandon Adler), who had been interviewed in late October, RPG was over-advanced by the design of RPG, a work such as ” The Gate of Bird ” .

According to the external media Games Radar+, Adler recalled when he tried to play the original “The Gate of Bird” when he was a child, because he had little idea of the Dragons and Underground Rules of 1998, and the role was always impossible to get through at the end of his life, and eventually gave up early on as a classic fantasy RPG.

Over time, the RPG in video games has become more and more streamlined, especially since the BioWare ” Quality Effect ” series incorporated action elements before Adler managed to enter the game world (including, of course, age growth, he is no longer 13 years old).

But Adler believes that when RPG becomes a translation of a large commercial picture rather than a role-playing game on the table, some of the elements that really test players’ thinking disappear.

He pointed out that RPGs, which are being launched by many players today, tend to protect players: “Many games, especially RPGs, seem to be saying, “You will not fail because you made the wrong decision, and every role configuration will work, no matter what you do, no problems.”

In Adler ‘ s view, this design diminishes the importance of choice, as a truly meaningful choice should have the potential to produce good or bad results, depending on the player ‘ s actions.

Adler shared that he had watched players try to construct undesirable roles in Outer Space II, but those attempts were “still fully effective and reasonable” and that, whether the players were experimenting with the game or not, the game was not well understood, and eventually the process would be more challenging.

In addition, he referred to the widespread import of mission markers in modern games, which made it unnecessary for players to listen carefully to NPC dialogues, which he himself had frequently avoided because of his eagerness to advance.

And in his view, “the real RPG is what keeps thinking about what’s going on in the game.” Players must be willing to interact with the game. I’ve seen more and more work like Gate Three, and the game is coming back in that direction, and it’s great, because the players are going to relive the RPG that makes the choice really meaningful, and maybe it’s the experience that they missed.

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