OldOldGamer: The problem I developed with Piranha is that all their games play mostly like:
* Spend 20 hours building up your character to not be a worthless lump of meat
* Spend the "remaining" 30 hours doing chore missions across huge maps squashing everything you were terrified to even look at in the first 20 hours
Everything in the world is waiting for you to be solved.
NPCs don't even go to the loo if you are not with with them.
Oh... and bugs. Balance issues. Broken quests. Annoying UI ...
Martek: Not disputing your characterizations, but in Gothic 3, at least, many to most of the NPC's have routines they all follow, not waiting for you.
They tend to their shops, their farm fields, patrols, work the mines, chop wood, etc. Most of them go to sleep in a bed at night (some are on "graveyard shift" and wake up at night). They take breaks to rest and eat.
They do it whether you are there or not, and if you are there, you can witness them "changing shifts", taking a rest or eating break, etc. You can awaken a sleeping shopkeeper to buy stuff. The NPC's generally have more-detailed "self-tended routines" than, say, what I've seen in the NPC's in, for example, Horizon Zero Dawn.
If you have a quest to, say, clear out "wildlife" from a mine or a woodcutting area, when you do that, then NPC's that were waiting for you will go from "town" (or, wherever they are) to the "field" and start working (still heading back after their shift to get some rest).
The real issue is that most NPC, quest-givers, guards, patrols ... don't do anything to solve their problems. Instead they are waiting for an unknown wimp to come traipsing along to ask him to kill wolves, field crawlers and other monsters plaguing the farm, they have him run utterly stupid errands for very little in return, they are waiting in the middle of the wilderness for him to escort them to town, they have him put his life at risk to solve any problem
they are confronted with.
That wouldn't be a problem because there has to be something to do to earn ones' living, to advance in levels, to raise abilities and experience, to be able to buy all sorts of equipment, magic concoctions, spells, armor, weapons, ammunition and whatever else there is to be had or needed.
The whole system falls apart when considering that most those NPC/quest-givers, guards are way stronger than you. They would be able to kill the wolves with one or two strokes of their wooden staff, dagger, bow, crossbow or magic. Why bother? There is this expendable wimp. Why not let him have at the pack of young/hungry/starving wolf pack or the field crawlers? Let me give you a few random examples to further illustrate my point.
I will try to avoid spoilers as best as possible! Gothic 2 In a certain place the nameless hero is asked to escort someone to a safe place. The whole area is infested with Orcs he seems to be afraid of. He also refuses to come close to a faction's guards because they could take him back to prison. This leaves me with little choice but to try to get him to safety avoiding several different types of monsters, the Orcs and the guards. Inevitably will we run into a horde which has him attack them instead of running as the nameless eventually does to save his hide. 1 Shaman, 3 Patrols, 1 Orc Elite, 3 Wargs later we are on our way again. He took some hits but he was able to take down most of his enemies in no time. That being the case we could also have walked across that bridge, taking the direct route to the exit of this area, but since he refuses to even get close to anything Orc, it was impossible. He stood there saying: 'HEY, WAIT!' refusing to go any further. There were many more monsters and enemies in our way he had no difficulty dealing with.
Later on in the game our hero will eventually encounter a couple standing around in the middle of nowhere. They are desperate to get away from where they've come from. Judging by their looks they wouldn't be able to survive. Of course, being the hero you are, you will eventually agree to help them. For a short while everything was in order, no sign of any enemies or monsters, they were following at a safe distance. This didn't last long, though. In front of us a horde of Orcs, the inevitable fight ensues and, before long, it was over. Most of the work was done by the couple myself trying to lure away the Elite while they were hacking and shooting away at the guards.
Both these situations got one thing in common: Why the hell did they wait for me to save their sorry behinds?! They are able to kill Orcs which I eventually still got trouble with. It was early in the game after all and so this is to be expected. Ridiculous!
It's even more ridiculous in a very early stage in the game. Trying to become the smith's apprentice, he told me about an Orc threatening the city.
Bring me an Orc weapon and you can become my next apprentice! Trying to become apprenticed to the hunter he demanded:
Bring me six wolf furs! Eventually there is the former hunter's apprentice waiting at the marketplace. He will agree to accompany me on a hunt for a price which I agreed to.
I was so weak that even a meat bug could kill me. After learning some necessary hunting skills we leave the city for a small wood. Before long we encountered the wolves and I had to risk my life to distract the beasts so he could shoot them. He asks whether I wish to go further in, cautioning me that it would be dangerous. Yes, of course, let's! A few moments later the Orc the smithy has told me about comes charging at him. One shot with his bow and three to four blows with his sword later this abomination drops dead.
RIDICULOUS! The commonality is that while even at later stages it's a struggle to kill certain kinds of monsters and enemies like Bandit archers, Shamans or Orcs, a simple NPC farmhand is able to kill anything from wolves, to field raiders, to Orcs and maybe even trolls! Why are you even there in the first place? What with the Paladins? What with Xardas, the mages, the Mercenaries? Everyone is stronger by a thousandfold right from the start, able to save the world and wipe out all monsters single-handedly!
What's the purpose of my being there in the first place? Why do I have to do all work and solve all the problems others are facing? And for heaven's sake why should I risk my life to save dozens of NPC? Why should I even care the world goes under when the only reason it will happen is NPC sitting and standing around doing nothing? Not one NPC out of a hundred, but a majority, able to save the world themselves!
Extremely Ridiculous! In the end there is no feeling of excitement and satisfaction having saved the world and hundreds of NPC lives. What remains is the knowledge that I successfully ticked off all items on the quest list, having solved dozens of bucket list tasks and challenges and having killed the BBE. Otherwise it wouldn't have made a difference whether I was there because it has no impact on the world. Come next game it's the same thing all over again.
That's not exclusive to PB's games of course but many RPG games. I seem to remember that someone once called this bucket-list or wastebasket games. All you really do is working of a bucket list of tasks rinse and repeat. In some games this is hardly noticeable while in others it's more in your face. PB's certainly are in your face making it plain obvious that that's what you are supposed to do.
The individual impact my deeds have on a certain place, an NPC or the world as a whole, the feeling of having made a difference, doing something no one else could, this is what PB's games deny me. There simply is none! If they decide to change the story than that is what is going to happen and that's what truly matters. For instance in Elex, joining the Berserkers, nature lovers or at least that's what they pretend to be, when fighting for their cause one could expect to find a very different planet once the game is over and the BBE has been beaten. More forests, with special and ordinary trees and plants growing in them, nature taking over, the deserts' starting to bloom. On a smaller scale and individual level, say I saved a farmer's life, next time I visit him (ELEX II) he will be there remembering what I did for him, his farm has grown considerably, he is now married got children and pressing problems. It is something that only I will be able to solve. What I do will have a real impact on him and others. If I decide not to help I expect to see his farm burned down or him being killed by some monster or an enemy of his. In case I help him maybe one of his sons or daughters becomes and emissary on an island we have to visit helping us when we need it.
The consequences of my action or inaction should show and be felt! It's that simple! In that respect many RPG designers could take a look at games like Stardew Valley where things start to grow, there is a feeling of purpose and belonging. It's all artificial of course but at least you are able to see that you actually make a difference. Something many games promise and hardly any actually keep.
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Long post short: PB's games are very good in other aspects, they got many saving graces as was said, the stories are descent and the worlds interesting. I enjoyed playing ever single one of them. None can claim for itself to be the
the best of the best™ :-)