Fast Jimmy wrote...
Western RPGs have thrived for decades on doing the best to create an experience as close to a PnP experience as technology and resources would allow. They had their hey-day in the late 90's/early 2000's until the collapse of the PC gaming market. With the more recent success of companies like EA/Bioware and Bethesda, and even new upstarts like CDProjekt, and the downfall of almost every JRPG company aside from Square Enix, things were starting to look up again for fans of the Western RPG.
There is no comparison between what you say an RPG is and what PNP is supposed to be. PNP is not about mental fantasy. It's clear and concrete. It's live. If you have mock in-character conversations with people, you have a series of cues about what the interaction is. If you leave it up the ruleset (i.e. I pick to be persuasive, let me be persuasive) then you've just abstract all possible interaction out of the game. You're not even at the level of representing characters on-screen.
But while Bethesda is sticking to their guns and refining their formula, to great critical and commercial success, EA/Bioware is trying to reinvent their entire catalog of products from scratch, trying to go from making excellent RPGs to RPG/action hybrids.
To pretend like Bestheda's landmark is a silent PC and not their open-world design is ridiculous. It's like saying DA:O was succesful because it had dragons, and Skyrim was succesful for the same reason.
In the same vein, narrowing down our characters to one race, three tones and no choices is equally insulting and damaging to an RPG series like Dragon Age. Three different voices to record for every dialogue line Hawke has is a huge drain on resources... especially since I can imagine over a thousand in my head with a silent PC. I can add in any tone, implied meaning, body language and intent I want. If Leliana doesn't pick up I'm being sarcastic, I can chalk it up to her being a little bit of a ditz. If Morrigan takes offense to my innocent comment, I can chalk it up to her being a little bit of a female canine.
Your mental fantasy and fan-fiction is irrelevant. You can close your eyes and pretend that Hawke is an alien from the plant Zarbloxx 99 and there to harvest he liver of every human in Lowtown. But that doesn't mean that's really a "possibility" in-game.
I can imagine that Ducan lived at Ostagar, that Alistair just went insane after the battle, and that Duncan travelled with the party
everywhere as an advisor. Nothing is stopping me.
But to pretend that an RPG is about - essentially - willful psychosis is ridiculous.
Point being, the silent PC has been a tried and true RPG mechanic because it offers as close to an open and full-control experience as technology in the long-foreseeable-future will allow.
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It does no such thing.
Can I correct a misuderstanding? Can I tell the Landsmeet that King Cousland is the best choice? Can I call out Duncan for the murdering bastard that he is, when he left my mother and father to die?An RPG isn't open. An RPG doesn't let you have your own voice. All you can do is pretend that you can control timbre and pitch. And if you want to do anything more - if you want to imagine in-game scenes that just aren't rendered - then you've crossed the line (in term of the logic that you're using) into justifying a game where I pretend that the Hawke is my shapesifter from Zarblox 99.
The Witcher games get away with this because the books they are based on already has a set character (Geralt). And it proves that you can still have an RPG with choice and things like a voiced PC, but ONLY with a firmly set protagonist character from the start.
It proves
none of these things. If you let players play Geralt as a woman or modify the face
nothing in-game would change. There's no plot that's specific to men. There's no plot that requires Geralt to look the way he does. And you can have a lot of variety in what Geralt believes, and why he does things.
Whether or not a character is fixed is completely irrelevant to all of these other RPG-like features.
But you can't be in the middle of the road on all of these things. You can't try and tell one amazing story and at the same time pretend you are offering people choices in how things play out. You can't give people the illusion of class selection that matters while at the same time defaulting to the action-game stereotype that everything is solved via combat. And you can't offer a blank slate character creator, but then throw in auto-dialogue that may be completely outside the character I create.
See, you're totally right here - you can't be middle of the road, because you will end up breaking a good feature.
But you're wrong about what choices you get to make in an RPG.