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Do you believe in the concept of "system bloat" in RPGs?
@luj1 often mentions this as something that is a major, deal-breaking flaw in RPGs. Let's discuss.
This is nothing to "believe in", only accept or reject.
The worst offender are Owlcat games for their automated barebone managerial systems (such as Kingdom management with its associated card game) that are violently inserted in place of traditional quest structure.
A game that wants to do everything, will be mediocre in all aspects.
Let me just add that there is a slight difference between feature bloat, system/ruleset bloat and class bloat. Owlcat amazingly the master of all three.
Furthering the discussion: But if you're a hardcore gamer, shouldn't you want to engage with more systems? Isn't it cool to have more knobs and dials to adjust? You're playing a genre that's all about developing character builds, so why is it so objectionable to also develop kingdom builds, or develop item builds (crafting)?
shouldn't you want to engage with more systems?
Isn't it cool to have more knobs and dials to adjust?
why is it so objectionable to also develop kingdom builds, or develop item builds (crafting)?
Do you think crafting, tower defense and cooking would make Fallout better, or detract from the core game?You can do kitchen sink design in a good game, and it gets better
How is this bloat? The issue is these systems are too simple. They confuse quantity with quality.The worst offender are Owlcat games for their automated barebone managerial systems (such as Kingdom management with its associated card game) that are violently inserted in place of traditional quest structure.
The only "system bloat" I've experienced is trying to get into some long lived strategy game, and not getting to experience the systems as they are added over time.luj1 often mentions this as something that is a major, deal-breaking flaw in RPGs. Let's discuss.
The necromancer tower in Divinity II: Dragon Knight (or the undead building in the same game) are simple, yet use existing systems and resources that you are aware of and already interact with, so they don't feel convoluted. They aren't parallel to the core game, they are integrated in the core game, and use similar prompts, resources, interactions.How is this bloat? The issue is these systems are too simple. They confuse quantity with quality.The worst offender are Owlcat games for their automated barebone managerial systems (such as Kingdom management with its associated card game) that are violently inserted in place of traditional quest structure.
That nuxcom phoenix whatever game is an example of this. It has a ton of dlcs that start all activating simultaneously and confuses the hell out of someone who didn't experience them as they were developed & added.The only "system bloat" I've experienced is trying to get into some long lived strategy game, and not getting to experience the systems as they are added over time.luj1 often mentions this as something that is a major, deal-breaking flaw in RPGs. Let's discuss.
Lets take Europa Universalis 4 as an example. If you played it on release, its complicated, but not too much. But if you tried to get into it 2 years after release, there were multiple DLCs and expansions worth of systems tacked on, and they weren't designed to all be learned from scratch at once. Also contrast to how playing the "ultimate" version of Skyrim or Oblivion as your first time playing the game, you get that popup for various DLCs unlocking at the start, that you have no idea of and don't know how they work or what they mean.
In a typical RPG, the system bloat isn't from expansions, its from the game progressing. So you always start with few systems, and experience new ones added over time, making the learning process easier. Even in poor efforts like Fallout 4, you first learn how to walk through space, then to fight, then what gun is good against what, and THEN to craft guns. First you learn about loot, and prices, and weight, and walk around a few buildings, and THEN have to build shit. In Europa Universalis, you have to handle the estates, crown lands, etc DLC content on the first minute of starting, before unpausing the game, and they are DLC content that requires knowledge of the core game.
The worst offender are Owlcat games for their automated barebone managerial systems (such as Kingdom management with its associated card game) that are violently inserted in place of traditional quest structure.
How is this bloat? The issue is these systems are too simple. They confuse quantity with quality.
YesWould you really care?
Take it up with OD&D having base management, not me.You wanted to play an RPG in the first place.
Would you really care?
Yes
You wanted to play an RPG in the first place.
Take it up with OD&D having base management, not me.
What do you mean, do I "believe" in it? Some games have systems that are incongruous with the whole of the game. Belief has nothing to do with this.
Depends on the specific game.The question is, where do you draw the line between "too many systems" and "player has a limited attention span"? For example, some players hate levelling up NPC companions. They only care about their own character's build and want the game to decide how their companions should develop. There's a similarity between that and the logic of anti-crafting. "I don't want to decide the attributes of my items, I just want to deal with what the game presents me with".
The question is, where do you draw the line between "too many systems" and "player has a limited attention span"?
You can fit basic D&D's rules on 2 pages, what's your point? Are you now arguing that 3E itself is just bloated trash?Rules for that can fit on 2 pages.
You can fit basic D&D's rules on 2 pages, what's your point? Are you now arguing that 3E itself is just bloated trash?Rules for that can fit on 2 pages.