PC Which is the more important main feature of the game?

Which is the more important main feature of the game?

  • A story driven by main and side quests.

    Votes: 0 0.0%
  • A randomly generated world with smooth terrain.

    Votes: 1 100.0%

  • Total voters
    1
Ooh dude, games that force me through intro scenes usually get deleted. Or I make my kid go through them. Like need for speed.
Intro Scenes, cut Scenes, hour long tutorials in a starting zones.. Its a FEATURE of 7 days not having any of this crap.

 
Why is this poll not multiple choice?

Because of the adjective "more" instead of "most".
But what if I like them both equally?

I don't but I am trying to live up to guppy and trying to find my trolliness without advertising it....and yes I am failing miserably :D

 
Intro Scenes, cut Scenes, hour long tutorials in a starting zones.. Its a FEATURE of 7 days not having any of this crap.
I actually curse out gazz every time I start a new game because of the two pop ups. Dunno why him, I know he's not reaponsible, but probably because I know he IS responsible for what's next... Punching a rock for 5 minutes.

 
I actually curse out gazz every time I start a new game because of the two pop ups. Dunno why him, I know he's not reaponsible, but probably because I know he IS responsible for what's next... Punching a rock for 5 minutes.
Cursing Gazz out should really be the starter quest.

 
I agree with Cur's first post.

These choices are not an "either/or" nor "sum zero".

But alas, brainstorming often leads to dead ends and light bulbs.

Hopefully the light bulb in this angle is that a story/lore (don't think rich quest driven story line) is possible in a randomly smooth generated world.

 
Some of you just need to read the prompt for what it is. It is simply asking which is the more important feature to you. It isn’t saying you can’t have both or that one precludes the other or anything like that.

I think both are important but I think a random gen world is more important than a story. Random gen leads to countless replays whereas stories give one or two replays.

 
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Not even close for me, focus on RWG any day. Not that I don't like story I've just never come across one in games that are any good. Cliched scripts, wooden acting, silly continuity and reactions, annoying cut scenes, etc.

But I would like more deeper meaningful quests, not just craft this, collect 100 of this. Maybe help npc's in a small town, defend them, help them rebuild defences, infiltrate bandit camps for the trader. Might help with end game.

 
Some of you just need to read the prompt for what it is. It is simply asking which is the more important feature to you. It isn’t saying you can’t have both or that one precludes the other or anything like that.
I think both are important but I think a random gen world is more important than a story. Random gen leads to countless replays whereas stories give one or two replays.
Ayup, same reason I voted for random gen.

 
Some of you just need to read the prompt for what it is. It is simply asking which is the more important feature to you. It isn’t saying you can’t have both or that one precludes the other or anything like that.
I think both are important but I think a random gen world is more important than a story. Random gen leads to countless replays whereas stories give one or two replays.
Was that directed at me? You know I was only trying to get under your skin a little for all the times on here you used words and logic that made me have to do brain stuff. It hurt.

I am afraid to vote in your polls lately as I feel somehow it will end with Trump somehow becoming Prime Minister of Canada and recalling Justin Bieber from the States to be Minister of Entertainment.

 
RWG all the way, I'd love to have both and I think Roland was right in suggesting it might be better to have the story slip in after gold so we get it in one big juicy chunk. I'd like to see more random quests and plenty of emergent gameplay.

 
I think it's lopsided in part because we have one but not the other. We don't have to imagine what 7DtD with a smooth, randomly-generated world would be like. A feature that's already in the game naturally does more to define that game than a feature that isn't implemented yet. So there's a degree of circular logic at play here. Defining features are more important, and implemented features are more definitive, ergo implemented features are automatically more important.

The danger in that logic is that when you start making a game, other factors control how quickly certain features are implemented. If you use the Unreal engine, for instance, it has a history that's geared towards first person shooters. You may have awesome ideas on how story will be the most important main feature of your Unreal engine game, but then the gunplay falls into place months before there's any story. If you apply the logic above, you wind up with a first person shooter with a story, instead of a story-driven game with shooting.

 
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