Of course an ideal RPG is nothing at all like a movie. Absolutely not. Movies or interactive movies fail on so many planes to amount to a cRPG.
Surprisingly perhaps for some, but I do not agree an ideal RPG is like a tabletop D&D either.
Here's what i think: Tabletop are maybe closer to the ideal RPG than many so called "RPG"s released recently. But a computer allows so much more, than replicating the paradigms and rules of P&P. And despite that it hasn't really been explored much (except perhaps by Bethesda), it's still what an "ideal" cRPG is waiting for.
Now and then I try to write some stuff about this. But almost no one seem to understand what I'm about. Which in my mind proves that a lot of you have gone rather rigid in your heads when it comes to RPGs.
In my mind, the important things are not the inventions of P&P games, like classes, levels, XP, dungeon crawling, combat rules, loot etc.
The important thing is what the creators of tabletop RPGs tried to have their game do! They then settled for their way of doing it because it was a possible way, with only dice and pen and paper.
First thing to realize is that their goal was to accomplish some kind of simulation. A link to realism was important. And more than just important, in fact the entire point of it all - was the emergent narrative! And just as fundamental was that the character is the players character, and is only voiced by the player!
Another thing that is important is that the combat is only played out in context of the characters properties. There should be no thing like "action"-RPG.
That the character grows is important both as a realistic consequence, but also so as to make it possible for the character to tackle harder tasks. This relationship is normally lacking in recent RPGs. Instead we have an artificial balancing mechanism, which ensures that all action is the same, throughout the game, regardless of player strength, regardless what target the character tackles at whatever level of experience. In modern cRPGs, leveling up is just a traditional formality. It no longer serves any purpose. (as in guiding the players choices).
I could go on for almost ever, but unless some catches on, what's the point?
And why, oh why, do we always fight all combat to the death of everybody? Why does everybody fight with undiminished strength until the very moment of death? These paradigms don't come from RPGs, even BG was somewhat more sophisticated. They come from archaic console romps like scrolling shooters and platformers. Apparently that's all current game designers think an RPG should be,.. between movies.
Modifié par bEVEsthda, 12 septembre 2012 - 08:43 .