EntropicAngel wrote...
Regardless, that's how i feel about it. If the game lets you express it in a distinct and definitive way (like, say, dialog such as "Ferelden will always be my home/this is home now/I don't know"), you're role-playing.
Dialogue is acceptable as a means of expression.
The problem is more if your role-playing efforts are focused entirely around "explaining away" the game's narrative as opposed to role-playing your character concept.
Hence the KotOR example. Want to play an evil character? You have a million opportunities to express that in combat, dialogue, and through your actions. And characters in general show reactivity to it. You don't have to make excuses to make your evil character consistent with the central narrative, the game provides you with those opportunities.
A cowardly npc? Again, I ask the question, who acknowledges it? If the only thing Fastjimmy can point towards in his argument is that he can create conversations with Alistair in his head to make the coward consistent with the rest of the experience, I'd say you have not provided the player with a role-playing experience. Certainly nothing as meaningful as the previous example, where all my encounters do not consist exclusively of headcanon.
Modifié par Il Divo, 05 janvier 2014 - 05:29 .





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