Wayward Son
Fails to keep valuable team members alive
Both statements merit my brofist aweigh.
in the latter thread many have pointed out that the interactivty and reactivity unique to the video game (and thus, the RPG) allows for a deeper brand of story telling that can combine all of the tools found in books and in movies (visual geometry, negative space + dialog, prose, etc) and use the video game's ability for interactivty as a way to allow the player to choose how, when and why use these tools and thus allow true "video game storytelling".
Easy examples are stuff like the "scenes" found in Bethesda games, but more specifically done best in Obsidian's F:NV, where you will stumble upon some scenario with shit that happened and it ties into an overarching theme or narrative, and usually contains interactive elements that can be found such as hidden items or whatnot, but even though they are additive these "scenes" are still (mostly) entirely optional and tell a story without any dialog.
obviously film can do the above as well, but it can't tie the scene into the experience of interactivity in the way a video game can; the video game will turn that scene into a chimera of expression from the creators whereas a film cannot and indeed, it should be as narrow as possible in its intent of authorial contract.
wizardry 7 introduced a huge overworld that features plenty of "exploration" coupled with a new Cartography aspect and skill system, but I consider the other Wizardries, or a game like Dungeon Master (to give an example), to feature better exploration for an RPG player than wandering around and stumbling across villages/ruins.
The game designer has to take into account the player and the actions of the player in his game, thus, a game is not a pure work of artistic expression in the same sense that a film or a book or a painting are because his own expression is to some extent muddled or mitigated by the actions of the player.
Games are also meant to offer a competent mechanical experience, which includes not only stimulation of the imagination and the senses (the gateway for aesthetic elements), but also exercise of one's cognitive faculties.
Your opinion on Wizardry 7
Sidenote: I think I'll stop using "reactivity" from now on as using "interactive" as nomenclature for purposes of definition by definition infers such. In my opinion... it is the excision of a reaction to the interaction that is the outlier in this context, as every video game (good ones, by default) are framed explicitly by it.
It can be said, I suppose, and should be said by us Codexers (because nowhere else/no one else is even "woke" enough to discuss this stuff in the context of video gaming); it can be said that in the video game the authorial contract has basically nothing in common with the contract found in literature, and that the video game's authorial contract comprises itself of what you talk about:
Games are also meant to offer a competent mechanical experience, which includes not only stimulation of the imagination and the senses (the gateway for aesthetic elements), but also exercise of one's cognitive faculties.
The authorial contract in a video game... is the same one in a good porn. We all know what I'm inferring, and the parellel is hilariously apt. :D
EDIT: As for...
Your opinion on Wizardry 7
Oh, I fully agree with everything you wrote in your last paragraph, but I tremble like an autist about to kamikaze because I am always up for dissecting in massive walls-of-text the why, what, and how concerning the massive failures in creative design and heart-breaking regression in Bradley's Wiz 6 and Wiz 7, and (although he wasn't involved in it) by extension the (great game that is) Wizardry 8 which managed to make lemonade from the rotten lemon that Bradley left.
If you want (actually I'm gonna do it anyway) I'll copy/paste the most salient parts of my endless tirades about Bradley and Wiz 6/7 in particualr; you can find the bulk of my most recent one inside the Grimoire thread, i can't remember which one, but I think it wasn't the 1000 page mega-thread but some other.
But I don't wanna turn this thread into Bradley/Wizardry walls-of-text, so I'll refrain for now.
Solution: Ignore ListNo, fuck refraining from derailing this thread, this thread had zero value before talking about what can change the nature of the RPG began; before that this thread was just another Roguey thread bereft of any original opinion on his part and in fact, I would go so far as to say that he probably didn't play Oblivion and that he merely strung together words that made sense by using review/forum post tangents excerpted via Google dot com.
This was never an Oblivion thread in truth, and even when talk of RPG-ness began, as always, Roguey only bothered to cite a mangled synthesis of Sawyer-stalked quotes.
It may seem I don't like Roguey, but what I don't like is that he never posits his own opinions and when he does he never explores them for longer than 1 or 2 sentences written in a specific attempt to undermine whoever doesn't agree with his previous Sawyer-talk without any regard for being factual, or at the least for being passionate!
His encyclopeadic knowledge of what pushes most Codexer's buttons allows him to devalue the worth of any discourse thanks to his admittedly genius ability to, in 1 or 2 sentences as mentioned, strawman or deflect any idea that mertis argument while managing to posture himself in an sort of oblique rhetorical highground.
I guess I do like Roguey, at least I like his one thing of being the absolute best (and most subtle, thus best) "troll" in that he never dirties himself in anything even approaching ad hominem but consistently manages to fire troll-shots that are incredibly effective because they hew close to the perceived truth of those with whom he argues against.
For example: when he said that "pre-Bradley Wizardries (aren't RPGs because) don't allow meaningful change of the story--" blah blah.
That troll-blast was incredibly good! He knows it would push all my buttonsand he knows it would be difficult for me to argue effectively because... no existing Wizardry, be they pre-Bradley or post-Bradley, concerns itself (what the Codex deems as) "branching states".
A true masterful troll-shot that I fully respect, managing to trap me in a corner that I could only come out of by investing a fuck-ton of my will-power and energy into crafting many-paragraph long responses explaining everything from what the Wiz series is about to why its design is such and such and why Bradley design is not , etc, etc; and he did it by directing at me a mere 1 sentence rebuttal that, get ready for this:
He knows was/is untrue! But admitting that it wasn't true would necessitate too much text-walling therefore making it nigh unassailable!
We gotta have subtext people!
Well, speaking of Oblivion:
it is fucking unplayable and I never finished it, unlike Morrowind which I have finished. I have nothing to add regarding Oblivion as it is painfully obvious to anyone that is a bad, bad game that breaks any sort of authorial contract in gasps, in whimpers, throughout a continous procession of horrors that visit the player in myriad forms.
It promises INTERACTION (!!!) in the fullest sense then breaks this promise by revealing the hollow foundation beneath which is incapable of nourishing any interactivity beyond the most asinine; it promises story telling (!!!) but breaks that promise by failing to present a coherent (or even completed) "story", failing to utilize or bring to the table any of the tools with which a story may allow itself to exist.
It promises--, etc, etc. You all get the point.
Skyrim was a major improvement and a much more enjoyable experience, but the series died with Morrowind... at least in the context of the Codex's endless quest for RPG-ness, like the Decepticons' endless thirst for energon cubes. As a "video game", i.e. when played without concern for how much of an RPG it is, Skyrim is arguably Bethesda's most competently designed game specifically because they narrowed their focus; the end result resulted in something that is almost completely lacking in anything with which a Codexer would recognize as part of the RPG template, but fuck it, it was at least more "fun" than Oblivion.
I've never played Daggerfall but I'm planning on giving the recent engine-remake version (don't know full details) of Daggerfall which allows mods, etc. I probably won't finish it, but I'm gonna give it a shot.
The thing with Bethesda is that their games are simply too lacking in depth to have any thread about them be rendered interesting enough to plumb.
This is a perfect time to ask this:
Cael
Does the stuff contained in your list of things the player can do in U7 fall under "simulationist", or under "gamification"? I think "gamification may actually refer to something else entirely (i.e. how in the Military a medal or a promotion is awarded in the same vein that in a game the player is awarded in the same vein that in an office/corporate environment an incentive is provided, etc).
For example I don't consider any of the stuff you exemplified regarding U7 as stuff that would enhance my enjoyment of an RPG, and in fact I would consider it tedious fluff that constitutes time/resources misspent; admittedly this is being typed without having played U7 myself, I've only played U4 (original, AND the genesis version), and U5 (original and remake) and U6 (only played the remake), so the above opinion on said "fluff" is a 100% ignorant one.
All that said: one of the moments I realized how important "simulationist" (I think that's what the following is...) aspects can be for an RPG was a moment where I was playing F:NV for probably the 12th time and I saw for the first time ever an NPC in the Mojave Outpost take out a Nuka Cola from out of their pocket (well, it materialized in his hands, but y'know) and chug it while lounging on the sidewalk.
I was floored because I'd never noticed that particular detail, and while I didn't go and kill him I'm certain the NPC, if killed, would leave the drink item as loot, or if already drunk, leave behind the cap. This small moment crystallized my fervent appreciation for the sheer love presented by F:NV and how complete its world building was, and this small moment I also consider:
- A subtle way to foment characterization in an RPG (re: video game) without the usage of any tool(s) borrowed from books or film; the game's living world doing all of the work.
Is what I described just now part of what constitutes "simulationist" element/design in an RPG? I wanna be educated on this.
EDIT: obviously being able to use game world objects as (i assume) optional tools with which to navigate the game's conflict resolution systems (i.e. your bullet point concerning making box-ladders) is 100% what a good RPG should feature, not specifically but in design.
But stuff like making bread or opening your own shop, unless you're able to use these scenarios in order to navigate the game's entirety of conflict resolution systems, (i.e. form a shopping "empire" with which you can continue through the story in that capacity, etc), otherwise it's just stuff there that the player can do without being additive.
Of course now we're entering the topic of in-game LARPing and whether it, or rather why some think it belongs and some don't: for example the Hearthfire DLC for Oblivion I thnink it was, maybe it was Skyrim?? You know, shit that is just there but has no tangible contribution to the underlying game play mechanics.
Another example: in Arcanum there is a lot of busywork that appears similar to what you described regarding being able to get bark from a tree and then make chocolate out of it or whatever (being humorous, chill) but in Arcanum absolutely everything is tied directly or indirectly to the underlying game mechanics and it is "gamified" by way (easy example) of the game's recipes, thus making what would otherwise be (IMO) tedious busywork become an inherent part of the game play experience that is tied in all levels of the actual under-the-hood systems.
Yet Another Easy Example: if a game features a day/night cycle but nothing comes of it other than making the player have to tediously wait for shops to open, thus necessitating the need to build a completely superfluous "waiting mechanic" of some sort... that is 100% misspent resources!
Maybe they then make it so night-enemies are 1.2x deal more DMG... wow, who gives a shit. Still misspent resources. It is a perfect example of when actually not including the day/night cycle not only leave no impact on the experience, IMO it would BETTER the experience.
Sidenote: I'm currently playing through NieR: Automata and I think it might be the absolute best fucking gaming experience I've had in years.
Cael
What I'm trying to postulate is that I don't know how that degree of detail necessarily means something "good" for the player in the grand scheme of things. Leaving aside ultima 7's quality as a game, I mean this in a broad way. I ask again: is this what is considered to be "simulationist" game design?
There have been a few threads regarding the dichotomy between whether or not a game is a simulation or a game or whether a simulation of a game is a game, and I've found them interesting.
Is a game where the point is to simulate an activity a game? Obviously in U7's case it's not the "point", far from it, which is why I typed the above caveat of meaning this in a "broad way". When does the addition of simulationist elements add to the "RPG template", and when can it detract?
After all, the only reason the Nuka Cola Epiphany TM impacted me like that was because I was already heavily invested; but if the player is not invested (because the game failed to hook them), what will the player care whether nameless NPC is doing X/Y thing which does not add OR subtract?
What is the benefit of making a player do 3 tasks to accomplish 1 result instead of making the player do 1 task and get the same result? It is only if the 3 tasks all impact in some way the player's expectation of interactivity that it would then make sense to write such a tethered sequence, I believe.
Like I wrote above concerning the day/night cycle and how, if by taking it further they then make the enemies more dangerous at night in order to legitimize the feature:
- With the underlying intent being making night-time exploration effect a psychological response on the player (i.e. encounters will deal more dmg, etc) then would it not be simply better to tackle this throughline by simply featuring good encounter design to achieve the desired results?
Cael
What I'm trying to postulate is that I don't know how that degree of detail necessarily means something "good" for the player in the grand scheme of things. Leaving aside ultima 7's quality as a game, I mean this in a broad way. I ask again: is this what is considered to be "simulationist" game design?
There have been a few threads regarding the dichotomy between whether or not a game is a simulation or a game or whether a simulation of a game is a game, and I've found them interesting.
Is a game where the point is to simulate an activity a game? Obviously in U7's case it's not the "point", far from it, which is why I typed the above caveat of meaning this in a "broad way". When does the addition of simulationist elements add to the "RPG template", and when can it detract?
After all, the only reason the Nuka Cola Epiphany TM impacted me like that was because I was already heavily invested; but if the player is not invested (because the game failed to hook them), what will the player care whether nameless NPC is doing X/Y thing which does not add OR subtract?
What is the benefit of making a player do 3 tasks to accomplish 1 result instead of making the player do 1 task and get the same result? It is only if the 3 tasks all impact in some way the player's expectation of interactivity that it would then make sense to write such a tethered sequence, I believe.
Like I wrote above concerning the day/night cycle and how, if by taking it further they then make the enemies more dangerous at night in order to legitimize the feature:
- With the underlying intent being making night-time exploration effect a psychological response on the player (i.e. encounters will deal more dmg, etc) then would it not be simply better to tackle this throughline by simply featuring good encounter design to achieve the desired results?
It is not a question that a person can answer. Ask a hundred different persons and you will get a hundred different answers. It boils down to taste and personal preferrence. Some people like the nuances of a well crafted world where NPCs do things that have no benefit to the game itself. Others hate it. Therefore, where different people draw the line of simulationist and not would be different between the individual.
I have always found people who analyse games and get stuck on trivia to be a bit strange. If you like the game, you like the game. Who cares if it is simulationist, repetitive or whatever? So long as you enjoy it, go for it. Similarly, if you don't enjoy it, that's fine too. You have your reasons.
There is something that should be noted about your day-night cycle: It is a psychological response on the players side to dread what they can't see. You don't need a mechanical effect to back it up. A simple monster that is easy pickings during the day because you can see and kill it a mile off becomes a players worst nightmare in the dark when it can appear already within arm's reach with a gleeful grin on its face. The dread of not being able to see far during night time is something that is in and of itself worthy. Too bad few games do it well.
I'm still curious about the difference between a simulation and an RPG thou.
In games like Harvest Moon, Persona, and Stardew Valley ,if you are playing the life you choose and the character is defined by your actions with the world's characters and systems; does it make it an RPG, a sandbox, or a life sim?
And they would be right, if you really drill down to it :DYou should make sure to use more words and shit instead of just utilizing a blanket term when referring to a "role". I mean, it's practically begging for
MARIO BROS LETS ME ROLE PLAY JUMPING PLUMBER HERP DERP
or my personal fave:
IN DOOM U PLAY ROLE OF THE ROCK !!! IS RPG.
Seriously speaking though simply typing "any game where... role... character... RPG" once again is something that includes basically every single non-rpg game that most codexers would agree, that while featuring some aspects of the RPG template, (like, say, GTA 3/4/5 whatever the one where u have attributes and shit) are most definitely not RPGs.
Cael
in liue of wall-texting I'll postulate the following:
- In (the context of) video games, specifically RPGs and more specifically RPGs of Western lineage: one of the oldest and most simple arguments that can be made as to why you are in actuality not playing the role of a DOOM MARINE is that the DOOM MARINE, or rather the game within which he exists is not designed with the purpose of presenting the player with multiple layers of abstracted classification and mechanically driven extrapolation in the form of deliberately discreet levels of the game's conflict resolution systems.
- In Doom there is nothing that allows the player to express a tangible change in how the DOOM MARINE interacts with the game many different elements or in how the game reacts to the DOOM MARINE; there are power-ups but they they exist--
you know what, I don't have the will-power to argue this. Up above in some earlier post someone (forgot who) talked about how an attribute system should allow character conceptualization with the lowest example being the STRENGTH or equivalent attribute changing how that character functions inside the game world: how much he can carry, whether he can bash thru obstacles, etc. It is one of the oldest and simplest examples of what I was talking about in my 1st bullet point, and it's something non-RPGs do not feature (or, being generous here, do not feature in a meaningful way).
EDIT: actually that example there about STR attrib. was from Pillars ii's backer beta release thread, lol. Why? Because apparently PoE II's has been super-dumbed-down and attributes are a bigger clusterfuck than in PoE 1 and all talents removed, etc, etc, huge fuckup all around, end result is modders wil fix it .
EDIT: obviously an RPG doesn't have to hew to such things, such as having to obligatorily feature some sort of STR-equivalency in its attributes system or whatever-the-fuck in order to allow role-playing. That example is useful because it handily demonstrates what an RPG can do and what non-RPGs do not do (because they're not RPGs, they're other types of games with different designs).
"role" in an RPG is something that's atavistically tied to what an RPG is, in my opinion...