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Anyone here find it annoying in RPGs having to constantly run between specialized shops looking for certain equiptment? Or having to search out every nook and cranny and talk to every NPC to get every quest? I honestly think I prefer RPGs where all quests are just found on a job board (like Lords of Xulima) and all equiptment is found in one shop. What do you peoples think?
Post edited September 14, 2018 by Crosmando
I would think that it depends on the game. If the gameworld is boring and un-memorable, or if the game just hasn't sunk its hook in you, then of course it becomes difficult to remember where you last saw that amazing sword you've been grinding gold for.

However I think for most RPGs, multiple shop owners with varying wares, add to the world building. Of course, it helps if there's a really nice town theme melody, that feels inviting to spending time in town.
It depends... I think I prefer separate shops but near by, particularly if there is actually a choice of things.
I'd rather being able to focus solely on swords if that's what I'm buying and not be distracted by bows and axes say (or armour).

Similarly if the world is done well I have no problem talking to lots of different people for quests, but if it is boring then yeah a board is better.

I like the way Xenoblade Chronicles (1, 2 and X) handle NPCs. There are lots wandering around but only the ones with any plot or quest relevance can actually be spoken to, the rest will just toss out a random line as you walk past.
And when there is a quest to be gotten they generally get a symbol over their heads to indicate this.
That way you don't have to talk to every one (and try and remember who you talked to) to make sure you don't miss anything.

RPGs where there are a ton of pointless NPCs whose conversation is just filler definitely annoy me, particularly when important stuff is mixed in and there is no way to tell who is going to give you their life story for no benefit and who is going to give you a quest.
Even worse is if what they say and potential quests change with time, as you have to constantly talk to everyone to see if anything new has popped up.
I find that I often play RPGs that only have one place to buy items, like Wizardry 1-3 and 5 and Bard's Tale 1 and 2.

There's also Bard's Tale 3, which I've been playing and which has no shops at all.

Also, in terms of quests I am fine with that mechanic not existing in the first place; all I *really* need is a dungeon to explore, and that's enough for me. (After all, both Rogue and Wizardry got away with just one dungeon. Furthermore, I believe Rogue doesn't even have shops; gold only exists for keeping score.)
Actually, I feel the same. Sometimes talking to NPCs in order to get a quest can add to the experience, if it's well done, the NPCs are interesting enough and I don't have to listen to them rattling on about their life story or random trivialities (though more often than not, it's the opposite, sadly), but shopping is more of a chore to me and I never really feel "immersed" in it, so I'd prefer to be done with it as quickly as possible. The worst to me are shops like in the Elder Scrolls games that are not only specialized but also hidden behind loading screens and closed during night hours.
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adaliabooks: Even worse is if what they say and potential quests change with time, as you have to constantly talk to everyone to see if anything new has popped up.
I think having new quests open up with time (or main quest progress) isn't such a bad thing.

On the other hand, having quests close with time (or main quest progress) is one mechanics that I loathe; permanent missables are not something that belongs in a typical RPG. At best, such permanent missables feel like sloppy design/coding, while at worst (when clearly intended, like one particular blue magic spell in Final Fantasy 7) they feel like malicious game design.

I could mention Romancing SaGa as an example of a game where quests close if you fight too many battles, and that is one aspect of that otherwise good game that I dislike. (I also dislike enemies moving in real time outside of combat.)
I vastly prefer it the other way round. Having all quests stuck on a signpost makes the world feel empty and un-immersive. Having quests strewn about the map entices you to go out exploring and engaging with NPCs and discovering places. Only once I'm done with the quests it is more convenient to not have to physically return to the spot you got it from to turn it in, just pop up a "quest completed" message and be done with it.

The shops though, that part I sort of agree with. Just give me one big mall where I can find everything, from armor to potions, in a single spot. And then maybe have a hand full of extra secret shops hidden somewhere that sell you super special rare items.
I guess it is just a matter of "I like RPGs that are good and have had effort put into making them".

If each individual shop isn't interesting enough to be individual, just have all the shops as one.
If they ARE interesting enough that it makes sense to have them separate, then do that!
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babark: If they ARE interesting enough that it makes sense to have them separate, then do that!
How would an interesting shop look like though? What would make it interesting?

With a little bit of effort I might still be able to imagine that the first time visit to a shop could be fun, but once that novelty wears off and you have to return there again and again to sell your stuff or buy something, on the gameplay side it becomes more and more tedious and unnecessarily time-consuming to have to run to and fro between several different shops.

I guess there'd have to be new developments each time you visit a shop in order to counter that. Like, IIRC, the shopkeeper of the magic shop in Shadowrun Dragonfall was an important NPC at the same time and able to give you advice, teach you something new or something like that, if you talked to them at different times, so visiting the shop could be interesting for other reasons than just shopping. But as soon as they don't have anything new and noteworthy to say anymore, it's back to being a waste of time in terms of gameplay mechanics.
Post edited September 14, 2018 by Leroux
With everything in one place there is a huge mess in which you look for stuff you need.
I think sadly there two extremes either you have a shop with too much stuff, but find it a rubbish as you can find better stuff with monster. OR there is a little stuff but you can not buy as you do not afford or quest move you to other localization with out turning back.

The best shop system which I saw was in Etrian Oddysey. In which shop starts with basic things but as you bring loot some better things come up.
Post edited September 14, 2018 by v1989
Definitely prefer decentralized. Might & Magic VII for example was great. You have to travel to trainers appropriate to your level and each of them has different prices. You have to go to a certain shop to buy black (permanent boost) potions. You also have to travel to specific skill masters scattered all around the world just to get trained to a higher proficiency in a skill. Much more immersive than a "hub" where you have everything without effort. Makes the world feel alive.

M&M VII actually made me write down the locations of specific NPCs which I didn't have to do in a looong time. Enjoyed it immensely.
Post edited September 14, 2018 by idbeholdME
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LittleCritter: I vastly prefer it the other way round. Having all quests stuck on a signpost makes the world feel empty and un-immersive.
Guess it depends on the type of RPG, these days the RPGs that appeal to me the most are dungeon crawlers with deep character systems and combat, story and immersion aren't my thing. In fact, my ideal RPG would be "the evil guy has stolen powerful magic artifact, kill him and take it back" as the only story and then a focus on as many classes, spells, abilities etc as possible.
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Crosmando: Guess it depends on the type of RPG, these days the RPGs that appeal to me the most are dungeon crawlers with deep character systems and combat, story and immersion aren't my thing.
Certainly. I myself have just always been into RPGs 90% for the story and characters, so purely gameplay or loot driven RPGs aren't my cup of tea to begin with. If we're talking about that type of genre tho, then yeah I to would definitely prefer a sort of main hub where every quest or shop is neatly sitting in one spot.
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adaliabooks: Even worse is if what they say and potential quests change with time, as you have to constantly talk to everyone to see if anything new has popped up.
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dtgreene: I think having new quests open up with time (or main quest progress) isn't such a bad thing.
I don't mind new quests opening up, I just hate when they don't sign post where to get them and the only way to find out is to talk to every single NPC again.
Meaning you repeat every pointless interaction (usually for the same result as nothing has changed) at every major plot juncture.
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dtgreene: On the other hand, having quests close with time (or main quest progress) is one mechanics that I loathe; permanent missables are not something that belongs in a typical RPG. At best, such permanent missables feel like sloppy design/coding, while at worst (when clearly intended, like one particular blue magic spell in Final Fantasy 7) they feel like malicious game design.
Yeah, I rarely ever use Blue Mages in Final Fantasy because getting all the spells is such a pain and requires you to go to ridiculous lengths some times.
I like RPGs to feel like autonomous living worlds. Specialized shops, individual quests popping out from individual characters, feel more real, organic, more romanesque, than game menu-like mission lists or general equipment purchase windows.