Sacred82
Self-Ejected
By which I mean the parts that are meant to contribute to a cohesive, believable world: dialogue, story, topography, architecture, itemization, population.
These are the things that make the RPG genre stand out, even when put next to its closest cousin, the adventure game. Few puzzle-heavy games rival an Ultima VII in the number of items. And the lore of most adventure games doesn't come close, at least in volume as well as breadth, to the more extensive RPG offerings. No other genre comes close to that effect of RPG's where you just want to spend time within the simulation - not to advance the story or otherwise rush to the end.
What then doesn't count among the elements of world building? The combat system, for one. Elaboration in combat systems exists only because developers don't know how to create gameplay, and for people to whom tactical combat is an end to itself. Character systems are usually at odds with the workings of the world, at least in games with a hero story arc, so they are out too. Most crafting systems are out (they don't allow the crafting of implicitly necessary items but allow crafting of epically powerful items). Puzzles are rarely in alignment with the world, too.
In other words, I'm saying the Codex' obsession with mechanics is a load of crock.
These are the things that make the RPG genre stand out, even when put next to its closest cousin, the adventure game. Few puzzle-heavy games rival an Ultima VII in the number of items. And the lore of most adventure games doesn't come close, at least in volume as well as breadth, to the more extensive RPG offerings. No other genre comes close to that effect of RPG's where you just want to spend time within the simulation - not to advance the story or otherwise rush to the end.
What then doesn't count among the elements of world building? The combat system, for one. Elaboration in combat systems exists only because developers don't know how to create gameplay, and for people to whom tactical combat is an end to itself. Character systems are usually at odds with the workings of the world, at least in games with a hero story arc, so they are out too. Most crafting systems are out (they don't allow the crafting of implicitly necessary items but allow crafting of epically powerful items). Puzzles are rarely in alignment with the world, too.
In other words, I'm saying the Codex' obsession with mechanics is a load of crock.