The Seeker wrote:It depends on the RTS as well. A lot of them are just "build 50 Hydralisks and 10 Guardians, and wipe out the enemy. Have your lurkers guarding."
Gee, that was a grossly simplified description of StarCraft. It may have had its balance flaws, but at least it's the time of strategy that people would talk about. And yes, the speed of the game makes a big difference, Don. Thinking fast requires more training on your brain than thinking slow.
RPGs? "Yeah, just have her heal, use <insert most damaging spell>, watch out for that special attack."
The Seeker wrote:With RPGs though, it is a lot more than just the story or the gameplay system, there is also all the areas to explore, all the people to meet, various other details that require memory.
Why is memory such a big deal, and why would an RPG that much memorization? All of these RPGs baby you into the next plotline, and if they don't, it's usually bad design since you would get lost.
Don Wang wrote:Writing as a whole has not changed much in the last 25 years. I do not see any reason why plot has to have evolved. I see no technological barrier to having the most complicated story on even the NES.
Yeah, because I remember that games like Pong and Frogger had such deep plotlines! Actually, I was talking about TV, but it doesn't matter because it would apply to both. Dragon Warrior isn't exactly the same calibre of plot as, say, any recent FF game, or the XG/XS series. Actually, just about any recent RPG would beat out Dragon Warrior, or FF1, or Wanderers from Ys, or Zelda 1, or any other NES game, in terms of storyline.
I understand you like to play the Devil's Advocate, but at least have some ground to stand on if you are going to do that.