shootist70 wrote...
I liked tradtional RPG's in their day, but I'm no fan of retro gaming. It's great to see the genre smartening up in line with accepted fictive techniques, and not staying dumbed down: saddled with clumsy, expositionary mechanics. Smartening the genre up in that way is actually a pretty difficult challenge. Recognising the genre's potential for fictive experience is one thing, but distilling it down to an effective vehicle is another.
It's too damned easy to fall back on the dumb 'traditional' shortcuts of presenting character progression and choice on seperate expositionary skill/equipment screens, rather than weaving a real feeling of progression into the actual gameplay and gameworld. It's also too easy to rip out those mechanics and then leave the whole thing without a satisfactory feeling of progression.
Couldn't agree more. I've been thinking along these lines for a while; there's a reason why generic leveling hasn't been effectively replaced: because it's really hard to do right. Not because it's intrinsically valuable.
That might be what a lot of people don't like about the prospects of "streamlining" the progression system: nobody's really done it very well yet.





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