Chester Copperpot
Literate
- Joined
- May 29, 2015
- Messages
- 24
I'm not arguing whether RPGs are a turn-based combat simulators or not, wheter linear games are allowed to be the source of fun or not. My point is like... few clicks in the opposite direction, in parallel universe probably. But I get that a lot, so don't worry.
Fair enough, you and me seem like we're both out of pampers so dealing with shades of gray isn't an issue. What shade of gray are you though? I mean where, if at all, do linearity or the non-CnC-ness of a game start to effect your perception of it's rpg status for you?
No, as much as choosing route r1 from point A to B over route r2 isn't role-playing, nor C&C - because normally the only difference between events on those paths is time; there's no effect on surroundings, route r1 won't affect route's r2 events. Binary choices on route r1 (do some quest to get reward which affects gameplay) are a sucker-punch form of C&C, and Skyrim lovers are content with them - they are not "Heavy C&C" tho. If route's events somehow affected other objects in non-binary way, that would be nice example of C&C. Fuzzy and probable is better than true/false. I consider continous, wide and adaptive branching superior to dense one.
There are no edges, just relative concept.
Fair enough, but the idea of "continuous branching", from a narrative standpoint, I don't understand what that would be. If you're talking about like granular changes to a game world outside of narrative interactions, I agree I'd like to know that information about a game. However using the branching metaphor for continuous sorts of events is just kind of, paradoxical. A branch is discrete, that's how they look. That's why the structure of games based primarily on dialogue choices are described with it, or the narrative of games with extensive narrative have the story described as branching. Have you seem a fuzzy branch ever? That's my point, narratives can be described as branches cause you can count the branches, and map their topology. That's how dialogue works, there are distinct sentences and outcomes. Gameplay changes? Not so much.
I'll have a better chance of knowing that however if you use a different term than CnC for gameworld reacting to you in some fuzzy sort of way. I mean you don't have to, it's just something to consider. If a game has a reactive game world but a static narrative, why use the same adjective that could describe an unreactive game world (mechanically speaking unreactive) with a highly branching narrative, just like why put a bunch of concepts together under the same banner? I mean even if you do, can you at least give a different name to the narrative interactions I'm talking about so I know when it's narrative vs game world stuff? However, CnC seems to be generally used to describe narrative choices with narrative consequences (not exclusively narrative but at least narrative mind you) and reactivity to describe the world changing mechanically, structurally, or whatever in some way to you (karma systems and such are in some middle ground so put that wherever).
Aside from that... proper role-playing, the words PC is allowed to speak, is a vital component. If those are in sync with C&C-full narrative & gameplay - which means the dialogue reflects PC actions or at least is in synced with pre-determined PC's role/personality, then the game is masterpiece imho.
Story/setting be damned.
I agree, it is a masterpiece. My point is more if you have a game with no dialogue or narrative choices but a highly reactive game world, and a game with an immense amount of dialogue choices (hopefully well written) but the game world itself is unreactive to nonnarrative decisions, why say both have good CnC or insert adjectives? Why not have two distinct unrelated words for it?