Warenwolf wrote:In future iterations of X games (if egosoft decides to make one) I hope they drop plot entirely and focus on other parts of the game (If you can't do it right don't do it at all...)
I am absolutely 100% AGAINST this idea. The plot is an ESSENTIAL part of my enjoyment of X games. It's the thing that for me, gives some kind of point to all the empire building you do. Otherwise you're just doing it for the sake of it which i find uninvolving and unrewarding.
The problems with plots in the x-games as i've said after every single x game so far is that they are not very well implemented. Here's a few suggestions i've thought of to improve this-
1) The plot should not be triggered automatically at any point. The plot should start when the player chooses to start it, Just like in the original privateer when the plot is only triggered when the player chooses to talk to a particular character, or even in X3s own Bala-gi missions.
2) Once the player has chosen to trigger the plot the player must be bound by the plot's own time constraints. Being able to leave the plot for endless game days in the middle of 2 'vital' missions is unrealistic and destroys immersion.
3) That said the plot should have some natural breaks in it, so that if the player does want to take a break from it they can do every so often. The X-wing series's battles and missions approach is a decent loose template for how to go about that.
4) Dispose of ingame cutscenes. This leaves a big part of the plot experience at the mercy of the players particular mchine. All cutscenes should be prerendered to guarantee universal performance levels. You need look no further then the closing cutscene of X3s plot for evidence of this. Of course you also need to make sure they are clear and make sense.
5) The plot should touch on, but not drown in details from the Expanded universe. X3 and Homeworld2s plots both suffered from moments of incoherance because they relied too much on background understanding of what was going off, often beyond what had appeared in other games. Who the hell are the Sohen or the builders of the gates for example. As far as i know this has only been covered before in game novels that most players will not have read.
6) The plot as implemented ingame should always Explain itself and tie up loose ends. I'm sure there's a version of the plot in a word document at Egosoft somewhere that justifies bueatifully why the jumpgate in the final mission goes where it does, but none of that makes it into the game, and as a result it plays like an unexplained mess.
7) Keep it relatively simple. The game structure limits how well plot's can be implemented, so it's a mistake to try and implement stories that are too convoluted. You'll just end up with an incoherant mess if you don't.