Blakemoreland Hybrid Boss Creativity is an integral part of quality, especially in game design. You cant improve quality if you are not creative.
What i said is that superficial novelty (especially sequestered only to the stories and settings) shouldn't be considered a goal at expense or preferable to improvements in overall quality (which includes creativity) of all features of the game. Which is what both articles are arguing for or spinning around to a large extent.
W2, TtoN, and PoE stand as glaring examples of this failure to correctly understand this, each in their own way.
DoS was the most successful of the kickstarter RPG revival games precisely because it was innovative and creative in gameplay mechanics and DoS2 owes its success to the first game a lot.
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Eh, its kinda sad.
Ive read through both articles and its more about AAA mass market games success then RPGs. Which is why there is a dissonance about what types of settings were or are "more popular" or used and explored.
And why both articles spin around the theme of the old enemy of modern mass market, the mechanics, and supposed awesomeness of modern action-rpgs, player agency and supposed C&C.
I kinda understand them because their jobs and living depend on sales, but still... its sad to see them fall for this invented rhetoric of "stagnation" - which will supposedly get solved by novelty in settings and storytelling.
But not gameplay.
Chris Avellone
Witcher 3 did good in its story and quest designs, - for an action RPG built around that specific pre-established character and the setting, but it wasnt really that branching, while its C&C is mostly relatively light except in a few major quests. Its vanilla mechanics are barely tolerable, while the whole setting and the gameplay suffer because of superficial and dumb open world mass market requirements.
There is plenty of space in the whole spectrum of RPGs for such games and more experimentation of how much importance character or player skills have. And a good game is always a good game.
But move too much further in direction of player skills at expense of character skills, and you wont be doing even action-RPGs anymore.
Regardless of the particular definition of the form, as any abiding genre fanatic will attest, most RPGs live or die on the strength of their storytelling.
No, not really. They live and die on how great the gameplay is and how well it is integrated into the storytelling, C&C gaming narrative and quests design and vice-versa.
These features should not be separate in the true RPGs but bleed into, shape and change each other.
The mass market AAA action-rpgs may live and die based on their storytelling, but thats another type of shoes that cannot fit all RPGs, especially not True RPGs based around character abilities.
RPGs as a genre may have "discovered" new techniques to tell the story, but it forgot its core out of which all other features emerge in the form specific for RPGs.
Which was the very reason for the recent crowdfunding revival.
You know, if the mechanics and gameplay systems were evolved instead of removed and dumbed down, maybe the "number crunching" wouldnt still create such paranoias.