Gameplay issues aside,
Deathy said:
In a space trading sim, the only outlet that a character really has is his ship. As you develop the ship, you develop the character.
As Saint has said, that's little different to buying a Mace +3 over a Hammer +2. The better CRPG's let the player pick a weapons preference. IE: There's no super-weapon. In a game like this, I can't see anyone giving up the Fusion Missiles with 500 damage to go for a Vulcan Cannon that does 200 damage (Making the arrogant presumption that they'll go for the "this weapon is better" approach, I can't see any other way of doing it though).
In a CRPG like Arcanum though, if I want, I can use throwing weapons quite effectively. I can actually kill people with them (which is a nice change for throwing weapons in a CRPG). But, if I prefer to use swords, then I can find swords that do just as much damage and kill just as effectively. It all depends on whether my character is a "Knife Throwing Thief", a "Sword-weilding Barbarian" or even a "Flamethrower Toting Gunsmithy". It comes down to my preference and the "role" I want to play in the game. Likewise with Fallout. Miniguns, small guns, energy weapons, melee combat or hand-to-hand?
Deathy said:
I'm pretty sure that you can do all sorts of things.
Want to be an honest trader? You sure can.
Want to be a bounty hunter? You can do that too.
Want to be a mercenary? Uh-huh.
Want to be a smuggler? Yup.
Want to be a pirate? And so forth.
Want to be an honest trader? You sure can. <-- Buy/Sell stuff
Want to be a bounty hunter? You can do that too. <-- Kill things
Want to be a mercenary? Uh-huh. <-- Kill things
Want to be a smuggler? Yup. <-- Buy/Sell stuff
Want to be a pirate? And so forth. <-- Buy/Sell & Kill things
That's not much variation. Although, I really can't complain. Most quests in a CRPG are "go here get this/take this to so-and-so" or "kill this/that/whomever/whatever". However, the WAYS in which you can do the quests are what adds that little bit extra for me. Take a kill quest where you need to kill Gilbert Bates in Arcanum, if the RPG is done right, you should be able to:
1) Take the fighter approach: Kill all the guards in the building and Gilbert as well.
2) Sneaker approach: Sneak in through the underground tunnel/back-door/window, avoid all the guards and slot Gilbert while he's sleeping or poison him/drug him/knife him/whatever.
3) Persuasion Approach: Bluff the quest. "Yeah I killed him, I really did" after asking Gilbert to lay low for a while.
4) Talking: Kill the guy who gave you the quest at the request of Gilbert.
5) Talking: Talk Gilbert into committing suicide
Compare that to say,
Quest: "there's the bad guys, go kill 'em".
Answer: "Nah mate, I'd rather raid the port/station or even join the bad guy's crew."
I'm yet to see that in a fighter game. It's the real options in doing something. An RPG really gives you the chance to make the unexpected happen. Allowing that in a space fighter/trader game is doubtful.
Deathy said:
Isn't it rather close minded to only see traditional isometric CRPG's as the only kinds of CRPG's?
I'm not limited to only isometric, I can see something like Morrowind as an RPG (haven't played it though, so I'm going by what I've read here). Having various options available to complete quests, various factions to join, conspire against, betray, sell-out, do whatever is the core of what I see as an RPG. Not just lots of missions based on the game-world, but missions with various ways to complete them. How can you play the sneaky thief-character in a space game? I haven't seen a space-sim that let you cloak and sneak into a port, kill the owner of the port, loot it while you're there, set some timers and detonate it as you fly away. Actually, you can pretty much do this in Cutthroats, but I still don't consider it an RPG.
Deathy said:
DarkUnderlord said:
My point is, how much interaction with the world will there be in Freelancer? True, the missions are based on events you do, but other than that? If the mission generator manages to pull this off quite well, it would be a good game. On the other hand, it could be FUBAR with missions showing little relevance to the game world.
There's also a reputation system, and you can join factions. The random mission generator is not only based on your actions, it's based on random events within the game world.
Don't get me wrong, I like the sound of the game. I'm a big fan of open ended games (Sims, Simcity, Civilization, Cutthroats, GTA, etc...) I just don't consider them RPGs. Take GTA for instance (Not GTA3, haven't played it, need an upgrade), the game was very open-ended, but the missions were very "do this, do that". If you stuffed it up, too bad. Mission Failed.
Sure, there are multiple ways of killing your target, rocket-launcher, drive over them, shoot them, but it's not quite the same as talking to them and being given the option to turn against the people who gave you the mission, or sneaking into their house and knifeing them while they sleep, or deciding half-way through that you couldn't be buggered killing the guy so you go back and bluff that you've killed them.
Hell, quests where you simply talk to people, like building the statue in... (bugger, whatever that town was in Arcanum where you talked to the town meeting and persuaded them about the statue - Ashbury?) I doubt will be done in Freelancer.
Saint_Proverbius said:
Buying a new hull or weapon doesn't make for advancement, really. That's just like buying a weapon in an RPG. The character itself needs skills and abilities to use that weapon effectively. That's the aspect that Freelancer lacks.
GTA3 is the best comparison I'd make. You can buy better weapons and get better cars as you progress, but it's not what I'd call an RPG. While your car might be better, you can't drive any better or shoot any better, unlike an RPG where your skills are improved. Hell, in Arcanum you can't even use that |33+ sword that causes 20 odd damage until you get your strength high enough to use it.
Saint_Proverbius said:
Deathy said:
The random mission generator is not only based on your actions, it's based on random events within the game world.
That's a nice touch. Hardwar did this to a certain extent as well. For example, try shooting up a corporate affiliated moth, and see the shit hit the fan when you're in areas belonging to that corp.
That shows interactivity with the game world, but (having never actually played Hardwar) not on a level that I feel is comparable with a game like Arcanum or even Fallout. In Arcanum or Fallout, your reputation does affect what you can and can't do. It affects the endings, the factions that deal with you and so on. But not in a "kill, be killed or run" fashion. For instance, in Arcanum, you can talk to the Dark Elves before they try and kill you. They don't just blow up your ship as you enter their system.
I'd also like to see a random mission generator generate a complex and involved quest like some of those found in Arcanum, or those that are certainly possible in CRPGs.