>>1087952
in trad wrpg/crpg/jrpgs where MC's journey and growth is the focus of the game the outcome of other characters/universe is the result of player's choice (agency). this is satisfying because the overall narrative is reactive to our choice. action has logical consequences. the ultimate powertrip fantasy in a way.
the storytelling method hsr chose to deploy doesn't always necessarily result in the growth of the MC, nor do we have a say in the narrative outcomes. i can see why niggas get frustrated over it but ultimately hsr isn't designed for for player reactivity. it's a live service game that has to operate within certain constraints.
hsr's story intention is to grow the universe so they don't write themselves into a corner and have sufficient supply of antagonists/situations to create "hyyyype" moments for years. hsr also focuses on other characters because they have banners to sell to fund the continued development of the game. and it saves them money to keep everyone on the same narrative instead of having to develop branching reactive narratives.
i'm not saying hsr can't do better, and generally i much prefer the trad method. i just think it's unrealistic to demand hsr to do a complete 180 when the format was never the trad method from the beginning. and quite frankly not every game needs to be MC centric. it's nice to
(((witness))) NPCs' and PLACEs' struggles and overcoming them (Belobog for an example), it's nice to have a fairly diverse game universe that's constantly expanding (where trad games would end because the MC finished their journey). it's nice to do nothing and just watch the spectacle.
once viewing hsr through that lens and expectations then it's easier to enjoy it for what it is instead of hoping it's something its not and will never be.