Serious_Business
Best Poster on the Codex
I'm considering that the main pathos behind crpg play always more or less comes down to melancholia, a kind of pessimistic impression that these games always are a failure on some level. It seems as if it's accompanied by the idea that the genre is always being betrayed in some way, either by marketing considerations or a lack of fidelity to a vague tradition of the craft ; there's also the aesthetic consideration that these things should be art on some level... even if of course we never have a simple idea of what art is, unless we desire it to be a representation of truth.
Whatever it may be, I find this melancholia to be rather tedious, even if it gives itself a veneer of sophistication (a subculture of knowing individuals, those who "appreciate depth") ; I can only explain the constant elitist complaining about what is essentially a hobby by the fact that crpgs are by definition a failed experience. They're a failed experience because they try to stimulate pnp play, but obviously can't. Pnp play is all about spontaneity, acting, imagination and social interaction ; crpgs are about interacting with a system (even the narrative is a kind of system). So you get these artificial worlds that leave you essentially cold when considering "what could be" : and "what could be" is a wonderful game that never was but one day will be, a game full of c&c and freedom... a constant imagining of the perfect game ; every crpg is flawed in some way as it never gives enough freedom to the player. The truth of the matter is that "what could be" isn't fucking freedom, it's a pnp session. But then it has to be more, it has to be art, something meaningful to you. But meaning can be found in all kinds of experiences. Meaning isn't a measure of anything but of something that is always lacking ; thus the melancholia, because you can never have enough meaning when you desire it. When you don't desire meaning, you actually appreciate art.
I suppose that in general crpgs point to the idea of simulated reality, which can probably be considered to be cultural nihilism (to use a funny word that reactionaries like to use) : to desire another reality is to be pessimistic by definition. The melancholia could be explained that way. But I prefer the more simple explanation : crpgs just can't create a pnp environnment. If you think about it, all crpg make for exceedingly bad pnp sessions ; it's like that one game were the game master always forces you to explore the content that he carefully created and gets moody when you're going in the wrong direction. Sure the content might be nice but it's not why people play these things, unless they accept to be railroaded into a series of encounters and obstacles, which is really boring as hell once you've played a few ones. Being told a "story" through all that is the worst experience ; you're supposed to make the story in a rpg, not endure it.
But I suppose that in enduring you grow strong... no, actually, in enduring you don't grow strong, you just endure. Keep on enduring asshole. Yes, I do accept that Planescape is an interesting experience, at least from what I remember of it. I think crpgs can be interesting narrative tools, but as games I do think they fail ; crpg players just have a very limited interest in gaming systems, they tend to hold on to narrative at all costs. But I'll tell you about one fucking inane thing that I can't stand about crpgs : the equipment trope. Equiping your weapon, your little pants, your rings, your gay hat, whatever the fuck. This is not interesting. I don't want my little characters to wear the little pieces of clothing. I just don't give a shit. Perhaps this is what was truly good about Torment : your character didn't wear anything.
Whatever it may be, I find this melancholia to be rather tedious, even if it gives itself a veneer of sophistication (a subculture of knowing individuals, those who "appreciate depth") ; I can only explain the constant elitist complaining about what is essentially a hobby by the fact that crpgs are by definition a failed experience. They're a failed experience because they try to stimulate pnp play, but obviously can't. Pnp play is all about spontaneity, acting, imagination and social interaction ; crpgs are about interacting with a system (even the narrative is a kind of system). So you get these artificial worlds that leave you essentially cold when considering "what could be" : and "what could be" is a wonderful game that never was but one day will be, a game full of c&c and freedom... a constant imagining of the perfect game ; every crpg is flawed in some way as it never gives enough freedom to the player. The truth of the matter is that "what could be" isn't fucking freedom, it's a pnp session. But then it has to be more, it has to be art, something meaningful to you. But meaning can be found in all kinds of experiences. Meaning isn't a measure of anything but of something that is always lacking ; thus the melancholia, because you can never have enough meaning when you desire it. When you don't desire meaning, you actually appreciate art.
I suppose that in general crpgs point to the idea of simulated reality, which can probably be considered to be cultural nihilism (to use a funny word that reactionaries like to use) : to desire another reality is to be pessimistic by definition. The melancholia could be explained that way. But I prefer the more simple explanation : crpgs just can't create a pnp environnment. If you think about it, all crpg make for exceedingly bad pnp sessions ; it's like that one game were the game master always forces you to explore the content that he carefully created and gets moody when you're going in the wrong direction. Sure the content might be nice but it's not why people play these things, unless they accept to be railroaded into a series of encounters and obstacles, which is really boring as hell once you've played a few ones. Being told a "story" through all that is the worst experience ; you're supposed to make the story in a rpg, not endure it.
But I suppose that in enduring you grow strong... no, actually, in enduring you don't grow strong, you just endure. Keep on enduring asshole. Yes, I do accept that Planescape is an interesting experience, at least from what I remember of it. I think crpgs can be interesting narrative tools, but as games I do think they fail ; crpg players just have a very limited interest in gaming systems, they tend to hold on to narrative at all costs. But I'll tell you about one fucking inane thing that I can't stand about crpgs : the equipment trope. Equiping your weapon, your little pants, your rings, your gay hat, whatever the fuck. This is not interesting. I don't want my little characters to wear the little pieces of clothing. I just don't give a shit. Perhaps this is what was truly good about Torment : your character didn't wear anything.