So once again, you are whining because they haven't designed the game with your particular play style in mind.
Sigh. You still don't get it. This has nothing to do with my own tastes. The game is open-ended. It doesn't force you through the game in a linear manner. You can go where you want to go, take missions as you like, etc. However, if you actually take this route, the game's design is fundamentally flawed because it gives you quests you can't complete. This is a fact, not an opinion. If the developers wanted you to play through the main missions first, they shouldn't have made the game so open-ended.
Yes, and I said compared to what? Name some games that have higher levels of realism than STALKER has, and in what way?
Armed Assault (as I mentioned before) and Operation Flashpoint come to mind, as they are both shooters with high levels of realism (as you claim STALKER to have). Both ArmA and OPF have an emphasis on realism. Both you and your enemies have realistic locational damage, meaning you can get shot in the head and die. In these games, enemies can't take multiple shots to the chest and not die. The game takes place on one big island where you can go anywhere and tackle missions in any manner you choose. You can also pilot any vehicles you find. You can also go prone and hide in bushes.
So, compared to ArmA and OPF, STALKER doesn't have high levels of realism. And this is totally discarding the setting and sci-fi theme.
And what's the justification for your "no"? How do you know that they are able to gain reinforcements just by requesting? How do you know that they aren't short of personnel, and need assistance whenever they can get it?
Um, how can they be short on reinforcements? NPCs spawn practically every minute. However, every time I'm ordered to defend a factory, the exact same amount of people are there.
If you happen to not have a powerful enough radio, then yes, it's entirely possible.
If a barkeep or merchant can call me and order me to do something, then I'm obviously not out of radio range.
No. And there are plenty of games that do the same thing. Did HL2 let you decide whether or not you wanted to risk saving the rebels? Did Doom 3 let you decide whether you wanted to risk fighting the demons?
Both HL2 and D3 are extremely linear games. They don't have any side-quests or RPG aspects. Your comparisons are completely invalid. STALKER is supposed to be open-ended. This is why you can request side-quests and explore in an open-ended fashion. However, the time limits are entirely useless and only work against the open-ended nature of the game.
Again, so what? I don't have any problem grasping the fact you don't like failure. But the game doesn't force you to fail. If not failing is that important, then you'll do the missions. If you dislike doing the missions, then you need to accept some failure. The choice is up to the player.
Sigh. Okay. Let me explain in a simple fashion:
1) Failures are bad.
2) Players don't like failing missions.
3) STALKER forces players to either complete randomly assigned, tedious missions or accept a failure.
4) Players who don't want any failures have no choice but to complete the tedious missions.
It's that simple. The problem is that you don't perceive the failures as a negative thing. You could care less. To you, failure is a perfectly acceptable choice. However, there are others, like myself, who don't like failures. Failure is not an option. If we want to avoid failures, the game forces us to go out of our way and complete randomly assigned, unwanted and tedious side-missions.
Comprende?
If you want your precious "failure free record", you actually have to work for it. How dare those devs! Making it not pathetically easy for you to accomplish your arbitrary goal.
Not wanting any failures isn't exactly an arbitrary goal, since society teaches us that failures are bad in all facets of life. Hell, the fundamental nature of gaming requires that we do not fail. Though, your wording couldn't be any more fitting. In order to avoid failure, I have to
work to complete the same, tedious missions over and over again. And yes, it certainly feels like work. Shouldn't it be fun? I mean, isn't that the most important part of any game? Fun? I have no idea how you can defend a design choice that forces players to
work instead of
play. And yes, it is "forcing" because as I said, failure is not an option.
To sum up my argument: A game should
never feel like work. The player should always want to progress. They should want to complete every mission. Unfortunately, this is often not the case in STALKER due to numerous poor design choices. The game emphasizes a large, open-world and encourages exploration, as made evident by the loot hidden around the world, the various NPCs you can talk to and assist, the numerous factions you can align yourself with, etc.
Unfortunately, they contradict this sense of open-endedness by giving the players missions they can't complete. These missions can't be completed because they require you to get to areas or acquire items unlocked through the main missions. To further compound the issue, arbitrary time limits placed on these side-missions mean that you can't just go back and finish them once you have completed the necessary prerequisites. The time limits would suggest that the developers want you to prioritize the side-missions but this is clearly contradicted by the fact that many of them can't be completed until you have made certain progress with the main missions.
Randomly assigned missions are given to you when you enter certain areas. They repeat often and you have no choice in accepting them, despite the fact that you are not a soldier and shouldn't be taking orders from anyone. These missions usually require you to defend a location or kill a group of enemies. However, even after completing these missions once, you'll inevitably have to do them again upon reentering the area at a later time. Failure to complete these missions results in a failure on your record which also affects your reputation. Failure itself has always been looked down upon in society and every game in existence relies upon the perception of failure as a negative in order to motivate the player to progress. As such, players who want to avoid failure have no choice but to repeatedly complete these randomly assigned missions.
In addition, a mission isn't officially complete until you've talked to the NPC who gave it, necessitating frequent backtracking into areas you otherwise have no need to travel to. The lack of driveable vehicles prolongues these trips and the excessive enemy respawn rate means you'll usually have to wade through annoying enemies along the way. Eventually, this all begins to feel more like work than play, defeating the very purpose of gaming in the first place.
This comment was edited on Apr 9, 19:07.