Dundalis wrote...
AFAIC genuine role playing games should have customisation. The more customisation the deeper the role playing experience.
The more you can create your character into the character YOU want the deeper the rpg experience. Of course making choices through the story is important, but it starts with being able to customise your character. It extends to your companions too, the more you can customise them, the better you can role play as a group.
That's what rpg is, role play. Playing a role with your characters. It's kinda hard to do that when your character is set in stone and you have practically no customisation options over your companions. You are basically playing a role someone else set for you. Aint no rpg.
Let's avoid the issue of what an RPG is and instead focus on a particular mechanic. The issue, from my perspective, is reactivity. I don't think a deeper role playing experience is satisfied with just more customization. If you look at a 'create-your-own-party' game like IWD, I think it dramatically lacks in RP compared to its contemporaries, like PS:T and BG.
I think the essence to a deeper roleplaying experience is reactivity. The idea is to create a character concept, customize it to some great extent, and then have the game react to the fact that your character is different and distinct.
Why is something like PS:T or TW2 praised as a great RPG even with a highly fixed character (e.g. fixed gender & apperance, though with PS:T it was just the portrait & sprite)? Because there is lots of variation. If you have a different person (personality wise) you can have a different gameplay experience.
Of course, there is one counter to this: combat reactivity.
I don't like New Vegas very much. But one person I discussed the quality of the game with, long ago, said the RP options were much deeper than DA:O because you had the opportunity to solve the quests in many diffferent ways and were not restricted at all in character building. He said that overall, the opportunity to define your character through dialogue was weak, but faction membership and some branching quests paths made it an RPG.
Which kind of reactivity provides for a deeper RPG experience? It think it's based largely on taste. But I do think that to get a truly deep RPG, we want reactivity and not customization (per se).
mrcustry wrote...
I think that for all the mumbling about how Dragon Age 2 was unique
or evolutionary and that Origins was traditional and old, Origins was a
more groundbreaking game than Dragon Age 2 simply because of the Origin
stories.
It's pretty rare to find an RPG which lets you pick a
backstory and then allows you to play through it. Excellent form of
tutorial from a roleplaying perspective.
I think the origins were a good idea; it let you connect your character at the start to the setting, the word, and the story.
But ask yourself - why was this any different than just imagining a background and starting at Ostagar? I say it is due to the fact in-game, characters acknowledged and reacted to your different origin, and you had some unique content as a result.
Now, I personally found the origins to be very cosmetic (especially compared to what they were convceived as) but they certainly were a step in the right direction. Just as quasi-indpendent NPCs, the sort of which Bioware envisioned at the start of BG and began developing, were a step in the right direction.
Modifié par In Exile, 30 mai 2011 - 05:04 .





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