gurugeorge
Arcane
Good argument, but just to Pilpul it for a moment, unless the combat is scripted with a predetermined outcome, or with "plot armor" in mind, it's necessarily going to be a system (i.e. you made x number of evasive decisions in the past, you get a certain percentage of evasion ability). All you're talking about is the difference between ways of interfacing with that system - the one with a dedicated UI, with everything up front in terms of exposed percentages, etc., the other with irrevocable decisions and "hidden" percentages, etc., made in the course of the story.
And that's where Disco completely fell apart for me. It seems like there is a character system but it doesn't really do anything as it's not tied to any rules in the game world.
I would have called it an RPG on my first run, but after trying it again it becomes apparent that everything is an illusion and the only thing that changes is flavor text. Your actions have precious little influence on the world. It's an exercise in futility. This complete lack of agency fits the narrative of a loser cop in a world that is slowly losing a battle with entropy. I understand that. I can even appreciate that. But it doesn't change the fact that the game is a linear narrative full of Biowarian choices. Very well written choices, but still ineffectual and directly convergent.
The fight has maybe one or two parameters that are predetermined by previous actions. Almost nothing that comes before has any bearing on it. What does, only influences the specific flavor text you get. Hardie boys help out? Different flavor text. Same outcome. Have a gun? Different text. Slightly different outcome. Have two guns and two bullets? Syke! Changes absolutely nothing. Negotiations always break down, violence is unavoidable. Letting Klaasje go? Changes nothing. Killing Raul? Changes nothing. Craft a molotov instead of using a gun? Changes nothing! Get the cool armor? You get hit instead of dodging a bullet. So, changes nothing! Kim dies? Syke! He's not really dead!
It's funny how it is sometimes compared to Titan Outpost. Call it what you will, I'm fine with people not considering it an RPG even though it was designed as such, but the games are absolutely nothing alike. TO is a mechanically complex game with deep simulationist aspects. DE is shallow as a puddle. DE is amazingly well executed, but from a development standpoint a game like that is much easier to make, or at least has different pitfalls. It hinges almost entirely on Kurvitz's writing and to a lesser degree the quirky art style. Take that away and you have nothing but a really limited point&click adventure. The skill system with an inner monologue is awesome, but again, that's pretty much Kurvitz's writing doing the heavy lifting.
I can't for the life of me imagine why ZA/UM decided to alienate and ditch the guy that made the game what it was.
PS I still like Disco for what it is. Money well spent. Not slagging on it in any way. I just wish I never tried replaying it. That was pretty disappointing.
Ah that's disappointing to hear. Ofc one wondered if that would be the case. I've seen lots of people say it can play very differently, but that could be just people noticing different flavour text. If the effect of your previous decisions is as irrelevant (e.g. to the final combat) as you say, that's pretty bad and not how the game presents itself.
In which case my opinion would veer more to the general opinion here. Still an enjoyable game, but less of an RPG than I thought.