10 Overused RPG Mechanics That Must Die Next Generation
2. Choose A Faction
Factions are sneaky little ways for developers to neatly categorise and manage which quests you do and how that impacts the game. Usually locking off other quests and areas once you reach a certain loyalty, factions not only limit gameplay, but also player choice. What if I don’t want to join a faction? “Well, that’s just part of the game, sorry”, might be the response you get. To that I say, fair enough, you did design it and spend all the money creating the game. Still, it’s hard to call your game an RPG if your choices are so firmly decided for you through the side you choose.
Outward was the worst for this type of mechanic. You spend 30 (real-life) minutes walking only to get to an exclusive faction you don’t particularly align with. Now, you can either walk back to another city or forfeit your choice for time management. This situation can only be worsened if the player has no interest in any of the given factions. Skyrim used a similar approach, though, the differences between the Stormcloaks and the Imperial Army were so drastic it could arguably warrant two separate playthroughs. It also included isolated, unique factions like The Dark Brotherhood, College of Winterhold and Thieves Guild, each having their own special quest-lines.