It's easy to talk about the importance of all the main aspects of RPGs: combat, interactivity, C&C, character development, etc. But what's often not mentioned, or overlooked entirely, is what our characters in RPGs do, if anything, between adventures -- in their "downtime".
Very rarely is this kind of thing emphasized or even seen in single-player RPGs. You may have your own "house", or stronghold or whatever, but there's typically nothing to do in it. There may be things like storage containers, even furniture (that is often unusable, for aesthetics only), maybe even an NPC or two acting as a vendor. But why is this so? Why are we as the players not afforded the ability to enjoy the spoils of our labors more in a non-antagonistic or lower-stress environment?
MMOs sometimes cater more to this. Things like crafting and player housing are designed specifically with the downtime-oriented player in mind. Some people (a surprising amount) actually prefer non-confrontational activity in MMOs. Say of them what you will, but the desire to just "live" in the gameworld and not attempt to conquer it exists in substantial numbers.
Is this a good thing? Should there be more effort made by RPG designers to allow the player to rest and relax, not just in a shallow, your-character-sits-in-the-chair-and-does-nothing meaningless way, but more "to do" in-between dangerous ventures out into the wilds and into dungeons and so forth? Say, for example, more effort were put into tavern life and conversations or into improving whatever domicile you were afforded in the game.
It seems to me that in doing so, even if in a minor yet tangible way, you're providing more contrast and thus emphasis on the action bits. Comedy relief is of great importance in dramatic movies and there's a parallel that can be drawn here. It may sound silly, but all work and no play make Jack a dull LARPer.
What do you think?
Very rarely is this kind of thing emphasized or even seen in single-player RPGs. You may have your own "house", or stronghold or whatever, but there's typically nothing to do in it. There may be things like storage containers, even furniture (that is often unusable, for aesthetics only), maybe even an NPC or two acting as a vendor. But why is this so? Why are we as the players not afforded the ability to enjoy the spoils of our labors more in a non-antagonistic or lower-stress environment?
MMOs sometimes cater more to this. Things like crafting and player housing are designed specifically with the downtime-oriented player in mind. Some people (a surprising amount) actually prefer non-confrontational activity in MMOs. Say of them what you will, but the desire to just "live" in the gameworld and not attempt to conquer it exists in substantial numbers.
Is this a good thing? Should there be more effort made by RPG designers to allow the player to rest and relax, not just in a shallow, your-character-sits-in-the-chair-and-does-nothing meaningless way, but more "to do" in-between dangerous ventures out into the wilds and into dungeons and so forth? Say, for example, more effort were put into tavern life and conversations or into improving whatever domicile you were afforded in the game.
It seems to me that in doing so, even if in a minor yet tangible way, you're providing more contrast and thus emphasis on the action bits. Comedy relief is of great importance in dramatic movies and there's a parallel that can be drawn here. It may sound silly, but all work and no play make Jack a dull LARPer.
What do you think?