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kiwifarms.net
- Joined
- May 14, 2019
There's that phrase people (particularly myself) like to bandy about nowadays, ludonarrative dissonance. When the illusion of the game comes apart because your actions don't match the character/plot. And devs choose how much leeway the player is allowed to manage that, ranging from something like old-school GTA with no limits to something like Assassin's Creed or Witcher that doesn't let you lay a hand on "civilians."
GTA and RDR games, I think, deal with it well because even though they may let you go on rampages, there's an understanding that the open world gameplay is not canonical.
But RDR really fucked up its crime system, because it was supposed to be a game about social banditry that:
1) Punished banditry
2) Had no "social" aspect, no opportunity to redistribute the wealth you steal
#1 was a problem because the damn wanted system is busted and unrealistic, there's infinitely respawning lawmen that can magically be ready to intercept you, there's no way to lower the wanted system (AC knew how to do that, tear down bounty posters, intimidate witnesses, shoot specific lawmen, but that doesn't exist in RDR2), and the wanted system is so punishing it quickly makes a place unplayable. So you're given tools with which to play as an outlaw, and then it makes it so unpleasant you never want to, even though the STORY wants you to.
PC mods have fixed that, I haven't played RDR2 on PC yet though.
#2 is debatable, because the fact that Dutch is an empty gasbag is the whole point, but that's not to say Arthur couldn't have had opportunities to throw money around, or that they couldn't have had Dutch be more generous at the start.
GTA and RDR games, I think, deal with it well because even though they may let you go on rampages, there's an understanding that the open world gameplay is not canonical.
But RDR really fucked up its crime system, because it was supposed to be a game about social banditry that:
1) Punished banditry
2) Had no "social" aspect, no opportunity to redistribute the wealth you steal
#1 was a problem because the damn wanted system is busted and unrealistic, there's infinitely respawning lawmen that can magically be ready to intercept you, there's no way to lower the wanted system (AC knew how to do that, tear down bounty posters, intimidate witnesses, shoot specific lawmen, but that doesn't exist in RDR2), and the wanted system is so punishing it quickly makes a place unplayable. So you're given tools with which to play as an outlaw, and then it makes it so unpleasant you never want to, even though the STORY wants you to.
PC mods have fixed that, I haven't played RDR2 on PC yet though.
#2 is debatable, because the fact that Dutch is an empty gasbag is the whole point, but that's not to say Arthur couldn't have had opportunities to throw money around, or that they couldn't have had Dutch be more generous at the start.