Mike Laidlaw wrote...
I disagree. Sharply.
You are essentially claiming that any restrictions on your gameplay completely obliterate player agency.
I don't think I am. I'm only objecting to restrictions on my gameplay that seems to exist only to restrict my gameplay.
I would put forward that working within a rule structure that still allows for player agency is what defines a game from a complete sandbox made entirely from imagination.
I would agree with that. This is why I don't object to the game's class structure, for example. Or the requirement that I learn some talents before others. Or the design that says my strength stat has a specific application within the game.
If you cannot handle restrictions like, say, only rogues being able to duel weild, then you do not think that mages should have been restricted to only a certain class of weapons in D&D,
To be fair, D&D only prevented mages from becoming proficient with those weapons. They could still use them - they'd just suck.
or that you should be able to buy a hotel without paying for houses in Monopoly, or that warriors should start with as much humility as shepherds in Ultima 4 just becuase you want them to
Again, I concede that the game's setting should have rules, and I'm willing to let you set those rules.
It's the gameplay within those rules that I don't think you should try to control as much as you do.
or, taken to its extreme, that you should be able to set up any board game in the world and say "I win!" without playing, because, hey it's your game.
Here I actually think that's a perfectly legitimate use of a board game. If declaring yourself the winner of Candyland floats your boat, go right ahead.
If you want other people to acknowledge your victory, that's something else entirely. But you design single player games. How I choose to play them has no bearing on other players.
To look at an example, I will never apologize for giving rogues a distinct role from warriors. We have started with a class-based system, and the decision was made to own that and turn them into proper classes, rather than nigh-identical combatants with slightly different fashion sense. Why? Because it makes you make choices. It makes those choices, with thier pros and cons matter.
I don't really object to this.
But
ad hoc restrictions within those classes - say, Isabela not being able to use a bow - that's a bridge too far. If the game's lore would allow her to use a bow, then let us have her use a bow.
If she can't use a bow, where's the benefit? What do the players get out of that restriction? Where's the payoff?