Taura-Tierno wrote...
Lotion Soronnar wrote...
I know it can be fun, but what I'm arguing is that it ISN'T necessary. Not really.
A game where for the entire game you have the same weapon and your comabt skills are always the same - still a RPG.
To me, an essential part of an RPG is character development. Your characters grows and changes depending on what you do. This could easily be accomplished in a regular RPG. In a CRPG, you need to implement character development in some form. Having the same character for 40 hours, with the same skills, the same weapons, the same everything - that would be a game trying to be an RPG, but that's lacking something important. Remove DA's level system, freeze the skills and give each class a fixed set of always available abilities ... that would be a hell of a lot more boring. There's no way to let your character grow, to shape it the way you want.
You are fixated on the numbers aspect.
Are you saying the character doesn't grow or progress without having comabt skills icnrease?
Isn't he progressing trough the story/world? Aren't his decisions defining/changing the character? Isn't he gaining experience - indirectly - trough you?
The only, only thing that would even make it remotely an RPG, would be a handful of dialogue options. But those options would always be present, to everyone. There would be no sense of character development, of character growth. No uniqueness of characters. Everything would be the same.
Bollocks.
So what if they are present for everyone (and who sez they would to begin with?).
What defines a character is not exclusive conversation options, but rather options taken.
Sure, it might still be considered an RPG, but it would be a bad RPG, and more of an action game. Just like a game like Deus Ex, which features a lot of customizations and skills, but has few dialogue options and choices, is more of an action game with customisation than a real RPG.
A game that focuses so heavily on numbers and comabt skills is far more action-focused in my oppinion.
Don' get me wrong here - I like skills and feats as much as the next guy - but power progression in games is so often...forced.
There you are, John Doe the dirt farmer, you leave your farm, grab a sword and after a few WEEKS of aventuring you are a master swordsman, master alchemist and master smith. Those silly old people calling themslves masters that spent their entire LIVES dedicated to one task...such charlatans.
It's a difficult thing to explain or do. On one had you want to show the player he is improving. On the other hand, a small change wouldn't even be noticed. So you add bigger changed. And players like the *DINGS*. So you give them lots of dings. And we end up with demi-gods with powers of pure bull****.
Archers that fire a million arrows. Rouges that turn invisible. Warirors that make sonic booms with their warcry and dash like the dman Flash.
Gameplay and story segregation you might say? I have no love for it.