Mr. Van_Buren
Scholar
- Joined
- Nov 1, 2005
- Messages
- 127
Davaris said:My logic is that a roleplaying game not resolving combat via a turnbased strategic system does not eliminate either the role nor the play.
It is my logic that it is not the combat system that defines a roleplaying game, but the dramatic elements and the way in which THEY are resolved.
You logic is flawed because you have not taken into account the name of the genre which defines it:
Role Playing Game
In a role playing game a player can choose to play the *role* of any type of character (strong, smart, fast, slow, dumb, weak, magical, etc). If your hand eye coordination is taken into account in the game, you are no longer playing the role of the character, because your real world skills are affecting the outcomes.
Imagine two fighters equal in skill and equipment were able to fight each other many times. If it was a turn based game, the combat results would be very close. If it was a real time game, the results would be heavily skewed towards the player with the best hand eye coordination. Where is the *role* playing there?
The type of game you want to play is an FPS with dramatic elements. That is not an RPG.
The same acting role, played by two different actors runs the risk of one performence being inferior to another. Does this mean that the character is any more or less valid? However, acting and pretending are often referred to as "roleplaying."
A skilled actor stepping into a role may enhance a character beyond the words on the page, just as a skilled player may enhance a role beyond the numbers in the stats.
To say that a player must be completely divorced from a character or the role is invalidated, is dramaticly unsound.
btw, actors were once called players. Just a little something to think about.
The player's savy is always going to affect and effect the character. One could argue that because players know precise stats for given combat conditions that they are indeed skewing the events in favor of their characters in ways that a character of a given skill level would not accurately anticipate or be able to.
Take for instance "range to hit modifiers" or "knowing" the exact weapon capabilities reguardless of skill level. Hell, seeing an enemy's position from behind several walls with 100% location accuracy is the player skewing a characters combat effectiveness.
Now I've already conceded that character reaction may not be accurately modeled in real time. But to say that roleplaying has to be done in turnbased, because only in turnbased is a player's savy not going to effect the character is a bunch of people lying to themselves.
And I never once said I want it to be real time and first person. You guys just assumed it. Realtime isometric is just fine by me.