Tommy6860 wrote...
While Wasteland was a treat, Planescape:Torment was that game for me
I'm not surprised. Torment does the thing that you claim Oblivion doesn't do. When you make personality decisions for the Nameless One, they explicitly have in-game consequences.
Tommy6860 wrote...
Tell me where you get this introspection because the game doesn't offer me the ability to do that, there is no choice in how to approach the game outside of choosing my class and stats.. I have literally put in over 1000hrs into that game, unless you are playing some other Oblivion?
The problem is that you're waiting for the game to tell you that you've made a decision - you want the game to validate your decisions - and that's never going to happen.
You have choice after choice in Oblivion. When you first leave the prison, where do you go? Why? Oblivion lets you have an incredibly detailed answer to that question, and there's a very good chance it will never contradict you. So then that character you've designed, with his complex motives for that one action, can go out and do everything else in the game world based on the principles behind that first decision.
Does your character trust the king? Does he think he was telling the truth, or was he evasive? How does your character feel about hereditary rulers generally?
The answers to these question inform every decision your character makes in the world, right down to what sort of armour to wear and which questions to ask a random NPC,
What role palying are you talking about. What is your definition of role playing in Oblivion. I cannot make chocies that have effects on the story or plot states. I cannot change a direction any quest goes, they are all set in stone. The only choices I have for all quests, except the main quest-line, is to choose to do them or not.
But why you do them or not is up to you, and there are effectively infintie choices in between the quests.
How your character reacts to the outcome of one quest can influence his future decisions pertaining to a new quest.
As I mentioned above, you're asking for the game to tell you that you've made an important decision, and it can't do that, because only you can know why or to what degree any decision you made was important.
Must be another Oblivion, because you cannot choose within the realm you just listed above, they don't exist outside of actually choosing a quest or not. How does one find introspection by refusing quest, you cannot know anything about it until you accept doing it anyway. Once you accept it, the only thing you can do is ignore it and go on. You cannot go to the quest giver and state a change of mind at the acceptance of the quests, or at any time during said quests.
What do you mean "once you accept it"? You've accepted a quest only when your character has agreed to do it. Whether the game puts the quest in your journal is irrelevant. Whether your character told the quest-giver he accepted the quest is irrelevant. Your character could have been lying. Your character could have just wanted more information, and telling the quest-giver that he accepted the quest was the only way to get that information.
Do you ever know why your character does things? It sounds like you're just going through the motions of playing the game, making gameplay decisions from the player's perspective. That's nothing like what I would call roleplaying.
Whether the game allows you to create your character's personality doesn't matter to you, because you never let the character make any decisions himself.
If your imagination does that, well, I don't what to say to that, that is you, but the game does not offer that at all.
Of course it's my imagination. Roleplaying only ever happens in the player's mind.
Mass Effect, though lacking in RPing for me as well (ME2 is much worse), Mass Effect has far more player agency than does Oblvion, not counting what I can imagine only.
Vastly less. ME doesn't even let you control what your character says or how he says it.
Anyway, even though you stated Oblivion didn't let on to what you thought you were supposed to be doing, that is only a good thing, if trhe game offered that your choices made differences within the game itself, it doesn't. In Oblivion, you cannot have introspection within the realm of the game playing it out for you, or you role playing it. The game is set in stone with no variation at all. You cannot make choices (I honestly don't see where you get these choices), which would be a prerequisite to having introspection and especailly role palying.
When you start an RPG, when your character is faced with his very first choice, how do you decide what to do?
If you're roleplaying, you should consult that character's personality (designed by you) to see what it is he will do under those circumstances. And that personality should be able to answer just about any question you ask it.
What you can do in that maybe you can roleplay (if that is what you want it to be) what you want roaming aorund, but it doesn't change the order in which you have to do things.
Why do you
have to do anything? Why do you perceive the game as having a path, or a beginning, middle, and end?
Modifié par Sylvius the Mad, 22 septembre 2011 - 07:05 .