RPG's are fiction - that's all they essentially are. Their whole premise is to deliver a more immersive fictive experience than other game genres. What many mistake here as 'dumbing down' isn't that at all, it's what almost all creators of fiction aim for, and what Bioware seem to be aiming for - giving the creation universal themes.
Those themes aren't up for a hell of a lot of interpretation. They've been the driving factors of fiction for millenia and revolve around 'human' elements: characterisation, story, character interaction, emotive content, plot and plot progression. Developers want to change RPG's because they've tended to be devoid of these human elements, and progression and interaction have come by horribly artificial mechanics. Plot and characters have been thin, linear and predictable so that players can move through them by contrived means involving skill and gear progression. Universal elements were arbitrary because they were relegated to mere fluff, so they assumed the form of horrendous infodump and backstory because progression is not dependant enough on them. It is in fact too dependant on mechanics that are external to those elements.
The external mechanics have the exact result of driving the player out of the elements that most fictional creations strive to keep them immersed in by universally accepted convention. This non-conformity to universal themes has always alienated RPG's from their potential audience. Think about it - if RPG's are dumbing down, then how come hardly anybody played them back before this dumbing down allegedly took place? Why, back then, were these supposedly 'smarter' consumers avoiding them like the plague, leaving them as a very niche genre associated with a minority of nerds? Answer: they didn't have universal appeal. If RPG's had combat drama that was driven by traditional story-telling - driven by a coherent narrative and dependant upon character interaction, then the result would have emotive and fictive content more in line with the old heroic saga, and would be universally recognisable.
The bottom line is right here: supporters of RPG legacy mechanics aren't actually objecting to 'dumbing down', what they're objecting to are developer attempts to make RPG's universally themed.
As such they represent little more than obstacles to creative development and evolution.
Having said that, I see DAO and the ME series as little more than tentative steps in the right direction. Bioware are failing to recognise how essential a more open world is. If they want to offer their players progression through player choice of narrative, plotline and character interaction then they need to offer a more expansive world that can offer real variety of these things. Bethesda continue to really stab at this, but so far their open worlds offer little more than side-content that again has no real impact on their thin, linear plot progression.
Still, the genre is getting there. And as the cash and talent flows in, and gaming platform technology improves, we might see real results in the future. Continued use of legacy RPG mechanics will only result in more alienation of the potential resources needed to achieve that.
Modifié par shootist70, 17 août 2010 - 07:14 .




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