My top five video games "of all time" would probably be 1. Rampage 2. Tetris 3. Final Fantasy 6 (III US) 4. Quake 5. Alpha Centauri
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I was probably too old to really appreciate 3d games the same way younger folks do when they finally started coming out. I remember too vividly the first 3-d games like Echelon and the early PS1 stuff... generally bad impression of 3d.
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Even though I have Quake on here as one of my favorites, I think the best FPS ever made was Hexen, with the runner-up being Half-Life and Quake as #3 because of its insanely powerful multiplayer. I do note that Halo helped popularize FPS but it's not *great*.
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RPG's are a hard question because they can be so different (and there are at least two distinct subgenres, not counting action-RPGs and strategy-RPGs, and so on.) My personal feeling is that Xenogears should have been the best RPG, but its last disc mars it. Western RPG's:
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Plenty of RPG's have come out since then, and my dad has played many of them. None of them (Witcher included) really impressed me, I mean they certainly make a show of graphics, of course, These are just... ya know, games.
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As I understand it, Deus Ex is the best of the West. I'll offer a critique of the open-world style and why it's ultimately a failed mechanic (and why Minecraft didn't make it even to my runner-ups, even though it's fun.)
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Fallout New Vegas isn't a great game because the core of Role Playing is Epic, and without some kind of railroad where you get deeper INTO the world as you go, there's no possibility of communicating this substance. Fallout 1 and 2 get close to negotiating this.
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People like Fallout New Vegas because it's a better sandbox than Fallout 3 (this is obvious) but sandbox and RPG are essentially opposite categories, as anyone who has played tabletop role playing games could tell you.
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The Western formula wants to be "construct a unique character to play in the world and create a unique outcome based on your actions." The math on this doesn't work out, folks!
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At best you're going to get something like Fallout where you have an open world with a very shallow railroad, and the way you choose to interact with each sandbox locale (even if they are procedurally generated!) gives a different end-state "story fragment." This is satisfying.
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If you map out decision trees, unless you're a genius at reusing content, however long the game is, you need to make close to that many more games of that length to produce the "fully fleshed out story for any choice tree."
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