It’s rare for me to abandon an rpg once I’m past the intro too, so if I’m taking down the act 1 boss, I’m likely committed to see it out to the end. Particularly dungeons where I’m unlikely to return. What I will do is finish all sidequests as long as they vaguely interest me, or push them as far as I can before progressing, and I’ll uncover all maps too, preferring to see an uncovered map before leaving an area. Which really bugs me when an rpg demands I field all allies in some random endgame scenario without having foreshadowed that I needed to keep everyone up to date. I won’t hit level caps, I don’t care about relationship meters or optimum loadouts on shitty characters I’ve left in reserve all game either. Same goes for crafting lists, and also sidequests that are backtracking for the sake of backtracking- anything like ‘find the 300 magic thingies hidden all over the world’. I rarely hang around for post-game super-bosses, and if there’s stuff like ‘fill out your fishing journal with all 100 types of fish you could have caught, including some with a 5% chance of showing up at some tiny endgame location pond you probably ignored as the climax of the story was more compelling!’ then I’ll ignore that.
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