Mastermind
Cognito Elite Material
- Joined
- Apr 15, 2010
- Messages
- 21,144
I don't want to play a strategy game though, I want to do that in an RPG.
Doesn't this fall somewhat outside the limits of the definition though?
No.
As it stands, this sounds much more like a sim. Which of course it won't be, so these systems will most likely be terribly implemented; basically the age-old newbie designer mistake of trying to cram stuff willy-nilly in the game, simply because they thought of it. (Or in this case, because it checks all the boxes for something a particular type of (wide) audience will go for.)
What's this game's concept, anyway? Simulate life in a post-apocalyptic wasteland? What sort of life? Gun-and-armor obsessed loner that somehow also wants to rebuild civilization? What would the storyline justification for that be? Is it even going to have one? Some sort of thematic unity or an idea? Is it going to be some meta-powergaming race where players are going to compete for strongest base and most pimped out power armor? I don't get it at all, really. It sounds so immature and amateurish.
The point of playing an RPG is building a character with specific attributes then having that character interact with and shape the game world with his choices. The game and story should service that, and there is no theoretical limit to how many styles an RPG can include. IE:an RPG's gameplay have to be limited to combat/talking. In an ideal RPG you should be able to build a wide variety of characters in the same world, from the meathead warrior to the master wizard to the merchant prince. I know most RPGs won't reach the ideal but anything that pushes it closer to it is a good thing IMO. And an open world RPG with complete freedom of movement is precisely where this sort of thing works best.
It sounds immature and amateurish to you because you're a simple mind with simple tastes and the idea of being granted too many options of interacting with the world scares the shit out of you. Basically, you're a disgusting storyfag who thinks "thematic unity" is important but actually having more than 2-3 gameplay choices is genre breaking.