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An interesting article Ludonarrative Dissonance

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I like that article, as it articulates something that always bothers me whenever I see it, yet it continues to exist.

 

RPGs with sidequests... you hit a point in the main plot where time of of the essence.  You need to get from point A to point B battling hordes of baddies en route and stop the villain from detonating his doomsday weapon as fast as you possibly can!  Oh... but feel free to help the local farmer with his rat problem, deliver a package to the miller, and help Timmy find his lost teddy bear on your way.  I mean, I'm sure the bad guy will wait for you (and he always does, conveniently enough).

Edited by Plethora

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Yeah, that's often something that breaks immersion.  From FF7 to Skyrim, you can be walking around with piles of heal/cure disease/revives, yet you can't use them on or give them to Aeris/NPCs clearly suffering from an illness unless someone programmed that specific NPC to ask you for one.  Or, NPCs ask you questions you know the answer to or have a theory about, but you can't answer them because there's no functionality for them to actually participate in a conversation.  Or, an NPC who is clearly unethical gives you some heinous orders, but you can't attack him because he's flagged as a "good guy" or he's immortal/respawns because he's a quest giver.  Or, many games allow you to get rich but then you can't use that money to experience any wish-fulfillment elements of being rich within the game.

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