CRPGs' number 1 priority is to simulate a fantasy world, because that's what role-playing games are about, SIMULATING FANTASY WORLDS. The minute you introduce retarded rules like 'no casting in combat!' to try to balance out gameplay, you are prioritising balance over SIMULATION. And thus you are making a SHIT RPG.
Very much agree with this. Simulation should be gameplay, at least in terms of everything that doesn't relate to magic (and even with magic, I would argue that it should be simulationist of traditional ideas of "real" magic, of which there are plenty examples, pretty consistent across cultures). Simulation is gameplay because the rules are familiar - the world ought to react how you'd expect it to react. The ideal game should react to your intuition immediatly, there ought to be no special "gameplay" rules that you have to learn.
One of the most insightful comments I saw from a gamer about this was someone talking about trying to get his gf into videogames. He observed that what put her off was the fact that she would try things out, and the world wouldn't react the way one would expect it to react (could be as simple as putting a box on top of another box). And this made him realize that us gamers have just gotten used to earlier forms of simulation that were around when we were younger, so we understand the rules
and the limitations. All the "game" stuff we have is either a) simulation that fails to be good simulation because of technological limitations, or b) the hiving off of "art for art's sake" rulesets that we call "gameplay" (as if that's some special thing that's different from simulation) that have their own discrete charm. Us "gamers" are so used to these that we don't hold developers to a high enough standard re. simulation.
Why should Larian's world-interactivity be hailed as some sort of great advance? It should be just
basic stuff. Just the world reacting to one's actions as it should, as one would expect it to. But we know why: it's because of the limitations - limitations of skill, of programming, of AI, of graphics, etc. Gradually these limitations are being overcome and we have the potential for improvement. At the momen turn-based or RTwP are generally more simulationist than realitime play: because with turn-based you
can actually simulate more of the detail than you could, even if only in abstract ways. Realtime simulation is still limited by the limitation of inputs (m/k, "controllers", etc.).