LittleDiegito wrote...
I play a whole lot of table top RP and there are a whole lot of things I would love to see in CRPGs. But I accepted a long time ago that the tech doesnt allow for them yet, and possibly wont for a long time. There are also some things that wouldnt make sense in any world that are put in because of the tech limits. Locking doors are one of those things.
I'm going to hop in here and point this out, because it needs pointing out...
This is EXACTLY why Sylvius does what he does. You play PnP's and are resigned to the fact that games don't have the technology (not really the case, maybe AAA game design does not allot the neccessary resources required for such a, to most people, minor feature, such as seamless combat and other gameplay design functions, but regardless...) to do that today.
Yet less and less people who have played PnP's are now playing video games. It is getting to the point where video game limitations aren't even being viewed as limitations anymore. They are just accepted as par for the course. What happens when no more PnP players are giving input into game design? What happens when no more game designers have any working knowledge of the wide-open possibilities of a PnP campaign with a live DM can do?
Will the bar be forever lowered, so that, in 10, 20, 30 years we will still be making WoW clones and interactive movies and calling them RPGs, just with shinier graphics? Where things like non-combat skills, or persistent world mechanics, or open ended gameplay or all the other aspects we've seen some games do and which PnP does really well just fall by the wayside? Where these things aren't cut off a requirements document because of not enough resources, but aren't even brought up in the game design conversation?
In this, the fans have to be the vanguards. The players who say "why not this?" have to be gongs, constantly ringing out "things could be better; we've SEEN them done better." Its not glorifying old-school games - most of these games offered the choices and didn't really execute them all that well. But while graphics and cinematics and flashy combat have been bulked up over the years with new technology, next to no developers are trying to perfect more nuanced gameplay and game world creation.
If someone like Sylvius doesn't request things from a by-gone era... who else will? And if no one requests them... then how can we expect anything but the same type of game, over and over and over again?
Technology is not the problem. Game Design limitations and lack of initiative to do so is the problem.
Modifié par Fast Jimmy, 12 décembre 2012 - 02:12 .