But the thing is, the game does not RP at all; it simply is a mechanic that can aid the Player to RP.
Right – the game creates a scenario where players can RP. To me, this system seems to allow for a more immersive and cohesive experience (from what I’ve seen so far) that would allow for more RP. To me, RP is as much helped by smart limits as it is by freedoms, especially in the context of a video game where all reactivity must be planned for in advance (in a P&P rpg, obviously you can just react as needed and thus a LOT more freedom is good) in a cohesive and meaningful way to make any creative choices matter. The game can better react to a limited (but still varied) array of roles than it can to infinite possibilities – at least with the tech we have at such.
As an example, I RP while playing XCOM; a tactical/ strategic game. And Skill based RPG's are as immersive as Class based ones. While some games may be better at allowing the RP to remain immersive, it is a subjective experience dependent on the indv Player, and their imagination.
I mean, as a kid I used to make up a story for Mario and try to RP, but it always felt forced and hollow. I loved RP even before I was given opportunities to really do it. However, in video games, I get really tired of the dissonance between trying to create something and it not being meaningful in the game itself. It breaks immersion. That’s my perspective. It sounds like you don’t mind if the feedback is mostly in your head – if I want that, I would just write a story personally, not play a game. Ideally, video games could be p&p rpgs, but they can’t. So I’d rather they do their own thing, within limits, and combine immersion and choice in ways that work. If that means 800 choices instead of 1000 (made up #s, but my point is still a lot of choice in game and ways to shape your character), I’m fine with that. It’s still a lot of choices and customization.
That said, if a PnP GM were to begin a storied campaign, then remove Player options during each break in the story, he should seemingly expect some to question the decision at least. And instead of the Player getting to create their own characters, or even one of the major characters in the tale, but instead are handed a Class template, then that expectation of debate will likely grow, IMO.
Well part of my point is that RPG video games really aren't anything like RPGs on paper, where you can have freedom with little consequence (though even P&P rpgs benefit from limits).
First - I guess I see each game as a campaign, not the games together, since you play different characters. I
Second – I don’t think it’s the same thing because I think Dragon Age is actually addressing problems in previous games that people have commented on, like the lack of reactivity to choices and builds, the meaninglessness of specializations, the lack of balance between classes and in combat, etc. You may not have had these concerns, but I’ve seen them voiced.
Third – I am just providing my perspective, but I think obviously you have every right to question decisions. I support the decisions and think they could make the game way better. It makes me really excited and hopeful the balance they’re trying to achieve and potential immersion.
Personally, I do not accept either balance or RP as a possible reason for losing more control over gameplay.
Fair enough. But they obviously did it for a REASON. I don’t see how shoehorned multiplayer (you’ve suggested MP was the problem) could be a reason, so what reason do you think it was? You may not accept it as a good reason, but balance seems the logical reason.