Sacred_Fantasy wrote...
The PC was deliberately made generic for flexibility as we do not know what and how people play their PC. Defining the PC and railroading the story is not the only answer for roleplaying. We see many sandbox games ( RPG or non-RPG ) strive on player free will on shaping their own story like TES.
Mental fantasy isn't in-game content. You don't need anything for an "imagination experience". You can close your eyes, turn up some music, and go for it. You're restrained by nothing.
Games aren't about imagination, any more than movies are about people "imagining" what the character sound like (in the silent movie days).
Not to mention that you're projecting. Plenty of people play TES games not for an RPG experience, but for the fredom. It's exactly the same reason they play GTA games. Making about evidence for what you think an RPG should be is missing the point of how variable preferences are.
Others like strategy games features custom campaign with editors like Sid Meir's civilization, Heroes of Might and Magic, Romance of Three Kingdoms etc... Making your own story and live through your story is part of the theme commonly emphasized in D&D RPGs. It's also the foundation of TES ever since Arena.
If we're going down the obsession on this forum that video games have to be like pen-and-paper games, then you're going to have to bite the bullet on this: RPGs are social experiences. Yeah, sure, you make things up. But you make things up with people.
Single player RPGs don't have the same kind of social dimension. So things like fixed characters (in the party NPC sense) dialogue, etc. are the things which set up that aspect of the experience.
The main character of the story has psychological depth created by the players. The story and game mechanics are tools to provide such character
My pen can have "psychological depth" if I anthromorphosize it. That you happen to think a game is about building blocks for your imagination is great. But that's nothing more than your personal view about what entertainment should be.
They are not the main driving force even if they can be the main force. We see many players do not care for predetermined objective as long as the game provide necessary tools for them. Simulation game like The Sims, FPS, Action games and Strategy games benefit from this. Pen and Paper and D&D lay their foundation base on this too. Modern day Action RPG? I don't know. It's unknown concept to me where the boundary between roleplaying and controling a character becomes blur.
That's called "having fun".
I don't like Madden 2008 because I relate to Ray Lewis. I don't like the Total War series because I relate to the mooks. And Counter-Strike was fun not because I related to my toon.
Players care about fun gameplay. They care about their games being games. Stories are great fun to interact with, as long as they're interactive.
What makes a Bioware game fun - story wise - is how it works like a dramatic social simulation. KoTOR was a lot of fun - for a lot of people - because it was like being part of a Star Wars movie. But it wasn't you watching the movie. You were part of the game. You changed the game world. You interacted with characters.
All of that was the fun.





Retour en haut




