SamSuka
daryltalksgames
daryltalksgames

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FINALLY, We got a new video baby

800 years have passed... and finally I can show you the video I made all those ages ago lol. I really like this one haha, it feels like a topic and a question that doesn't really need to be answered as much as people simply want me to talk about it. Because if we all soul search a little bit, we know damn well why we procrastinate finishing games.

So with that in mind, I tried to give my very best answer, which of course, is a little bit of psych and a little bit of "being real." Because I do think it's a little deeper than we like to admit.

I hope you have fun with this one! Thank you SO incredibly much for your patience. Look for things to kind of go back to "normal" around here now. Oh and be sure to check out the post-credit scene, very very important πŸ‘€

FINALLY, We got a new video baby

Comments

The gentleman's % is just how I'm going to now refer to every game I complete but don't get 100% on. Even to this day I'm still trying to really dive deep and understand exactly why it is I go out of my way to 100% the games that I do... I really thought I was going to do it for Expedition 33 but I didn't, but at least for that one I have a reason for it. The credits were just a good stepping off point, it didn't feel right to continue living in that world... if you know, you know, and if you don't know, watch the first part of Daryl's Expedition 33 video then give the game a go! I've never been into turn based RPGs asides from PokΓ©mon because I've just always found them, slow I guess, but Expedition 33 just goes hard from start to finish and even the battles are consistently engaging. Anyways I'm trailing way off topic haha When it comes to hesitation of completing a game, there are a ridiculous number of variables to account for, and a lot of them you covered here so I think I'll just make note of some mechanics I personally like when it comes to completion, and I'll start with Jedi: Survivor. If you wanted to go back and do more after the main story, or during the main story, it never blocked off any paths. Even large story areas could be revisited and while they couldn't be replaced, every main area was accessible somehow. So you could progress the story at your own pace without the risk of ever being unable to go back. Breath of the Wild also did a great thing with the Divine Beasts, whenever you were about to leave one it always gave you a warning that you could never go back. If I find a game has locked me out of going back at any point, or doesn't have a chapter select or something similar, and I know I've missed something... I'll just play the story and not care too much about each and every little bonus thing. I'm sure there are many others that have done things well, but yeah, it's always subjective Actually one more, games where you have a whole open world to explore and then have a story point that raises the stakes and basically says "we have to hurry!" then commences a roller coaster ride you can't canonically disembark from until credits without willingly ruining the flow of the story... why do those final areas always have so many optional objectives and collectables when the story wants you to rush to save the day!? πŸ˜‚πŸ€£πŸ˜‚

PinchedSlinky

Getting to that 'later' one mentioned a few days back. Story time. It was a about a week before 'Zelda Tears of the Kingdom' was launched that I loaded up 'breath of the wild' to pay Ganon a visit to warm up for the next adventure. Then at the end of the credits, to my surprise, Link and Zelda have another scene I had never watched before! Calling friends I discovered this was not an secret addition put in as I had considered. It was, in fact, a part of the game the whole time. Turns out you have to defeat Ganon AFTER finding all the 'hidden memory' goodies... Never would have realized I missed that if I did not literally trip over it. :P Now to get more in line with your video. Thanks to earlier years with 'Final Fantasy' RPGs (now tagged as JRPG) got me wanting to keep poking around rather than finish the game. But one thinks that was in the hopes to get better gear and higher levers to manage the final boss fight more than intentionally prolonging the game. It would be frustrating to get stuck in a dungeon or at the big bad and then hope you could course correct to finish the story. I was one of the odd once that likes going back and playing a favorite again when I take the time to. It's like walking a trail one enjoyed before and taking in details missed before or simply being there. That's what made the surprise extra Zelda cut-scene in the end so fun for me. I had played the game through more than once and it was a cool to learn a new thing about something I liked.

AmbushDeer


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