Candidate 88766 wrote...
konfeta wrote...
The problem is that that's the wrong way to design a game.
The lore should come first. Everything else should be subservient to the lore.
I am curious, what are your arguments for this assertion? I am talking objective arguments, not "I belong to a specific group of people who value lore consistency above all else and any game design philosophy oriented for people who don't care as much as us is wrong" argument.
Exactly. For a story, lore is very important. However, it is not necessarily the most important part of a game. Gameplay must come first - if it isn't fun to play, or if the gameplay is broken to the point that it is rendered unplayable, then it has failed as a game.
Completely wrong. Here's why.
In an RPG, the only gameply that matters is the roleplaying. Every aspect of the game, from the combat to the dioalogue to the inventory needs to serve the roleplaying, because the roleplaying is the whole point of the game.
That's why it's silly to talk about including RPG elements in a game. Either a game allows roleplaying or it doesn't. it's a binary state.
Lore consistency informs roleplaying, because all roleplaying is is in-character desicion-making. The decisions your characters make are based on both the personality you've defined for the character (I can explain at great length why the player needs to be the author of that personality if you'd like), and one the state of the world in which the character lives. Remember, the character doesn't think he's in a game. He thinks the world in which he lives in the real world.
But if the lore is inconsistent, then the player can't make decisions on behalf of the character. The character's knowledge of the world around him is incoherent, and thus literally anything could be possible. If the character can't have knowledge, or even something he perceives as knowledge, of the world in which he lives, he can't make decisions without allowing them to be random.
And random decisions defeats the purpose of roleplaying. If the personality defined by the player has no relevance to the character's behaviour, then the player's input is entirely meaningless.