crackseed wrote...
I'm more trying to figure out what "true" RPGs really means anymore. You'll have individuals like Salsa using this point repeatedly when if we look at the RPG genre, there's so many permutations and takes on "RPG" I don't really think it's a valid gripe anymore. I mean even the term Role Playing Game is ambiguous enough that I wish we as gamers wouldn't try to shoe-horn our games into these points. I won't touch the subject of DA2 because that's just a whole can of worms, but focusing on upcoming games like Skyrim or ME3. When did we stop playing roles in these games and exploring worlds where the STORY is the focus - our integration into the story, whether it gives us choices or guides us along a linear path. We are still playing these individuals, customizing them and able to shape the world around us. Whether or not said game has a huge deep skill tree or customizable weapons or carries the choices from game to game, is this not the genuine overall definition of an RPG? The stats, the inventory, the loot - they are all throwaway elements that can hinder or help the core concept but I genuinely wish we would get away from trying to label what makes a real RPG or not by all the extras that have emerged over the years.
I think the problem is really due to game developers having (and have had in large amounts) a wrong idea about what to do with the thing. I'm asuming it's because of games being driven by profitmaximizing now a days, instead of being driven by the desire to create "just that game".
Instead of embracing character stats as a means for the computer to take over the gamemasters responsibility of telling the player what he can do and cannot do, and creating scenarios that allow creative use of these, game designing seems more and more about pushing out stuff fast that focuses purely on a "tight" (or rather, as tight as the writers have time to make do) story. Throwing away anything that doesn't relate directly to the story that "should" be told, irregardless of the story that "could" be told.
I think one of the most clear signs of such, is when a game designer said that a stat like intelligence really didn't do anything in their game aside just mean "how many magic points do you got", so they decided to cut away the stat and just give a stat instead that was called "magic" because it was clearer and did the same thing in their game. A clear example of the stat loosing its purpose through neglect of care and attention, and rather than giving it the attention and care it requires to have a meaningfull implication on the game, it just gets cut and replaced with something that can flow easy along the "fast track" they need to keep on.
Game design from established companies is in shambles by now, I feel