AmstradHero wrote...
So what roleplaying do I get out a gold box games which has bucketloads of choices in terms of character creation? I get to take my party of six characters, level them up, get phat lewt and kill the big bad in an adventure. Whoo! Hey, it was fun at the time, don't get me wrong. But haven't we moved beyond that?
Haven't we moved RPGs into a more interactive format? Haven't we made them have choices more like what we might get in an actual pen and paper RPG with a human DM?
I just wanted to say that I couldn't agree more with this.
As I remarked
in a previous post on another thread, "RPG" (Roleplaying Game) has always had two or three meanings in the computer gaming community, and they're not infrequently at odds with each other. Some folks who describe themselves as "hard-core / old-school RPG" players are essentially reifying their particular focus on the genre into the genre itself. That's just not correct, and it's doubly not correct when you consider that these genres all evolve and grow over time as new technology and new techniques come into use to expand the potential scope of the computer gaming experience.
In the early days of CRPGs, role-playing often tended to emphasize things like class mechanics because that was all that the limited technology of the time could do well. The Gold Box games had an adventure construction toolset (Ultimate Adventures), but it was far too restricted to develop an adventure with a strong narrative (or indeed with many words at all). "Sandbox" games with a lot of virtual world to explore, unencumbered by much in the way of narrative structure, are similarly easier to develop with limited technology.
What tended to get short shrift in these early CRPGs was the
interactivity associated with the genre, and in particular the ability to interact with and become part of a
structured and dramatically presented narrative. But whether due to evolution in technology, the game development process, or both, the last decade has seen an explosion in the ability to create such games. Whether you're talking about a more linear narrative structure in which the player
plays a role whose scope is significantly defined for him (which
is a form of role-playing, whether some of the "hard-core" folks choose to acknowledge it or not), or a less linear one that emphasizes role-playing more
narrative-based choices rather than
stat-based ones, the fact remains that these are forms of role-playing as well. These are forms of role-playing that it has now become possible to emphasize because of the evolution of the genre.
With regard to the topic name: shouldn't the "old Bioware" always be evolving perpetually into a "new Bioware?" If it weren't, it would be a stagnant company that failed to adapt, grow, and help develop the ever-increasingly new possibilities of the field of computer gaming. The last thing I want to see them do is to rehash overused formulas from the past, rather than help develop new innovations for the future.
Modifié par AndarianTD, 17 août 2010 - 01:44 .