I said I make the same decisions. I didn't say I did the same things.
When I say misclick, I mean that I triggered the wrong ability or was unable to make the character vault over an obstacle that I know he can vault over.
It wasn't uncommon when I played ME3 to see me spend well over a second trying to enter or leave cover. That's not Shepard's fault. That's my fault. But my failings shouldn't disadvantage Shepard.
I'm not saying that I reload to get a critical (which mostly wouldn't work in modern games). If I know I'm employing an ability that might get resisted, I accept that risk. But I don't accept that my character might suddenly lose his mind and walk into a corner while he's getting shot in the back.
I refuse to let events outside the game world agfect events inside the gameworld.
The character doesn't forget his aim, though. That's the point.
You write so much I need to break it up now.
The problem is still the re-loading in that case. You are again justifying events and using semantics to argue it. Even in a game like Dragon Age that is unavoidable; hell, most games that is unavoidable because of aspects beyond the players control. The reason behind it, if it's you, then it's you sure, but it's not always the case of course.
Events outside of the game world still affect you, they affect the game world as well. Real-time clocks, luck and positioning, even your own mental focus, is all a part of that. Most of which cannot be controlled; if you forget to do something because you are tired that day, then you forget. You can argue your character can't forget, but it already happened. Your failings are simply something that is part of the playing of the character because everyone does it.
I don't think you appreciate how thoroughly I roleplay.
I carefully compare my decisions to my character's design to ensure that they fit. I roleplay combat. I roleplay exploration. I roleplay equipment, and inventory management, and level-ups.
I can typically ezplain exactly why my character is choosing one thing versus an alternative, and I won't make the choice until I'm convinced I could defend it. Because the reasoning always needs to precede the conclusion. Otherwise I'd just be rationalizing, and rationalization is a nearly unforgivable failing.
Equivalence is binary.
I don't really care how you roleplay because it is irrelevant to the main point.
How you role-play is personal to you only, not to other people. To argue that aspects of the game in turn make it not a game is the issue i'm taking umbrage with. Role-playing equipment, inventories, level-ups and the like through that lens is nice and all, but it is still rationalizing vs reasoning, as you are verifying facts that only are justified by your character, when you as a player have information that changes that of course.
Remember, you can't separate yourself from your character, it is impossible to do so every time. Of course we all do it when we play, but if we know what events will happen, and how we deal with those events, then we as outsiders of the game will rationalize conditions to justify our choices to those events. When shale killed you, you believed that the only divergence you can make is to not recruit her I presume, and go through the Dwarf chapter first.
You have knowledge that says to do this because this one character will kill you. Even if you rationalize a new persona for a character (which I argue you don't) you still use previous knowledge to make that decision, and justify if it with the new character.
It is not a question of separation, as I said we all try and do it. The fact of the matter is full separation is impossible psychologically; as I keep saying consciously or sub-consciously we are involved in that process. How you role-play is nothing more than the justification of the said process, it is not using reason, at least not completely.
Yes it is. I do all the same groundwork.
Sometimes I'll create new characters that match the start of a playthrough that isn't finished yet. Then I'll reload an old save there and continue from that point (skipping the tedium of replaying something that won't teach me anything new), and thus I'll simultaneously have two different characters that spawned from one in-game character creation event (though the real character creation, the crafting of the personalities, happened separately).
If they're not identical then they're different. That's what difference is.
I don't even exist when I'm playing. Or, at least, I'm not typically aware that I exist. I adopt the perspective of the character so as to help me avoid metagaming.
This process was once described by someone here as "the wilful induction of psychosis." That seems an apt description.
You are rationalizing differences to create different characters it sounds like.
Personality crafting presumes they are different in all other respects, not to mention you can change personalities based upon events on a whim as well can alter that persona. To use the same character and change their personality to suit the needs of a new character or new objective is still not a fully new character. Adopting the characters perspective does not necessarily avoid metagaming, in fact it can encourage it just as much, especially if you will be using previous knowledge to play the game.
The issue here is that you do so when you re-load a previous save is a metagame. It's like taking a character and bringing out his twin brother, who is completely different from the first; it's the rationale that the character is different because his mind is different, when the character is the exact same thing as before, just nicer, darker, or logical or what have you. You don't role-play their inventory, equipment, level ups in that case, and if they were going to be the same anyway, it's a cop-out because that character is not unique, even through their personality change.
That is poor role-playing creation if you ask me. It is saving time sure, but using mental gymnastics to say "well his personality is different so it's ok." It just doesn't fly with your previous arguments, it feels like another justification for a decision made the player, masked as a role-playing decision.
I would also get that psychosis checked
.
I'm not breaking the rules. The rules aren't there. I'm simply creating my own, rather than choosing the rules created by the designers (which only wxist within my playthrough if I decide they do).
This isn't meaningfully different from installing mods.
That's an apples-to-oranges comparison. Tabletop games are multiplayer games.
Imagine they weren't. Imagine a tabletop game where you were the GM and all of the players. Does your conception still necessarily apply?
I think it needs to for your description to be as universally applicable as you think it is. But I also don't think it still applies.
A roleplaying game isn't a specific adventure or campaign. A roleplaying game is the sourcebooks.
I treat BioWare games not as I would a tabletop gaming session, but as I would a tabletop ruleset.
The rules exists whether you follow them or not. You can't equip certains armors or weapons or go certain places in the world for a reason. You can't fully control your actions every single moment in-game, (outside of reasoning them for in-character moments) and even with how you role-play, you are adapting to the games rules to do so.
I agree tabletops are multi-player games, but that is not important at all. What you imagine of course sounds silly, then you would be writing a book or sourcebook for people to use, but the bigger deal is that the materials involved are followed by the players involved. My description is apt for a reason; it is how players see the games. An RPG is a sourcebook physically, but it is still a game at its core.
Tabletop rulesets are not toys, they are games like that. You modding them is changing the rules, but in the process you create rules that make sense for your version of the game that way. That doesn't change the fact that the game itself will still follow the rules set forth by the GM or the developers, and your own personals included, into that ruleset.
Changing the rules of chess doesn't stop the game from being a variant of chess; much like changing or ignoring the rules of an RPG doesn't remove that fact that you are playing a game with rules to it. A variant is a variant, regardless of how it's played.
ETA: Re-wrote some of this because I forgot to explain myself fully. This has been fun though, so I hope you enjoy the discussion, makes me think. I like that.