Come on. This is a ridiculously inadequate way to describe what’s going on. Arcanum just has a few extra lines of dialogue and different ending slides? Play as a wizard then play as a gunslinger/mechanic—it’s a different goddamned game.
In everything I mentioned, the consequences kick in long before the endgame and account for a hell of a lot more than a few lines of dialogue, or even a lot of dialogue. They open or close different quests, open or close different ways to complete quests, change who your enemies are (unlocking new encounters), in some cases they unlock totally different areas, in some cases there’s so much branching that you’re getting totally different content (act 2 of Witcher 2 being the most obvious example). In Tyranny (and I admit this wasn’t implemented well) your dialogue choices vis-a-vis the different factions gave you new abilities once you inspired enough fear or loyalty. The spirit eater gauge in Mask of the Betrayer speaks for itself.
This stuff is hardly cosmetic. Again, everybody’s talking like only BioWare makes RPGs.
There are couple of different points here to address.
They open or close different quests, open or close different ways to complete quests, change who your enemies are (unlocking new encounters), in some cases they unlock totally different areas, in some cases there’s so much branching that you’re getting totally different content (act 2 of Witcher 2 being the most obvious example). In Tyranny (and I admit this wasn’t implemented well) your dialogue choices vis-a-vis the different factions gave you new abilities once you inspired enough fear or loyalty. The spirit eater gauge in Mask of the Betrayer speaks for itself
Notice how all of the things that you are referring to are aspects of
scripted content, not of mechanics. As I pointed out above, C&C through mechanics is the one that actually comes closest to PnP and, perhaps more importantly, the one that actually grants the player actual agency over the gameplay. When a PnP group chooses to do something unexpected they have the possibility of carving out a new direction for the campaign that DM did not foresee, but has to react dynamically to. This is not the case in cRPGs, where the developer has laid out a static campaign plan that, in the best of cases, merely allows for some limited variety in the experience. In other words, agency is here an illusion, even if it's a carefully crafted illusion.
Furthermore, in many - perhaps most - cases reactivity isn't even a matter of content overall (including unique encounters and areas), but merely of quests. The quests themselves differ only in their symbolic aspects(e.g. what they represent in the story), they don't differ dramatically from each other in terms of gameplay. A different questline more often than not simply means walking around and fighting, same as in the other questline, the only difference being the symbolism assigned to the walking and fighting in question. Yes, some games like Arcanum, Fallout, and New Vegas allow some quests to be resolved with some mechanical variety (stealth, magic, etc), but:
1) Such games are in the minority, if you made a list of all the story-based games beloved by the Codex, maybe half (likely less than that) of them would have this kind of diversification. And even in the games where this happens, a large chunk of the diversification comes from quest narratives, not from mechanical variation.
2) Wouldn't you be able to do exactly this without committing yourself to the quest-based paradigm? Instead of investing resources in developing intricate quest networks, a better choice would be to expand on both the mechanical options and the AI and gameworld systems/content that can be acted upon. It is as good a time as any to clarify that the issue here is as much quest-driven game structure as the emphasis on dialogues.
This is not to say that there should not be quests, they do add to a game where they are present (even many Wizardries and Wizardry-likes include questing and quest-like elements), but the whole game should not be structured around them anymore than it should be structured around a linear narrative. Quests are narrative elements, often of a non-linear and relatively interactive kind, true, but their main contribution is to add symbolism and "immersion" to the existing game experience, they are not the game experience itself any more than a story is. That is why, like the story, they should be the handmaiden of gameplay, not the other way around. Icewind Dale had plenty of cool quests and reactivity options in some of its dungeons. This added to the game, but the main structure of it was that of a dungeon crawler and the game was the better for it. Indeed, I would take IWD's structure over that of BG2's Athkatla any day of the week. You could replace the dungeon crawling structure with more overland and city exploration, as Morrowind does, and it would still be functional, so long as it is not dominated by quest or story elements.
3) A lot of the games that tried to combine quest reactivity and story branching with mechanical diversification ended up with undercooked and/or broken mechanics. No one expects the stealth in something like Fallout to be on par with something like Shadow Watch or Invisible Inc. RPGs will always, of necessity, be inferior to dedicated games when it comes to specific mechanics, their strength lies in diversification. However, games must still be engaging, fun and challenging to play, so a certain minimum of mechanical polish for each option is a must. However, most games that devote resources to both quest design/branching and mechanical diversification end up with mechanics that are passable at best. In fact, it is often only combat that meets this modest standard, and on many occasions it doesn't. Of all the story/quest oriented games that you'll find in a Codex Top 50 only maybe two or three (if you are generous) have decent gameplay and mechanical diversification, not exactly a good argument for the viability of this design school.
This stuff is hardly cosmetic. Again, everybody’s talking like only BioWare makes RPGs.
The difference with Bioware is one of degree, not style. As I pointed out, the games that you mention create the illusion of agency, this is the same MO of Bioware. The difference? Bioware are lazy. Bioware try to create that illusion by throwing a few token acknowledgements to the player. You are right that I exaggerated the flimsiness of the BIS-inspired approach, but at the end of the day, both this approach and that of Bioware rely on symbolism to simulate agency, the only difference is that in the case of the former the symbolism is more pervasive.
You could counter that all gaming is symbolic, in a way, which is true. But this doesn't change the fact that there is a substantial difference between mechanical symbolism, which facilitates agency and exertion on part of the player, and "immersive" (for the lack of a better term) symbolism, which relies on the player's suspension of disbelief and "immersing" himself in the story rather than engaging in actions that abstract and simulate certain types of activity. Obviously, I consider the first kind to be superior, since the latter is the analogue of LARPing, while the former involves actual participation and agency on part of the player.
Pen & Paper doesn’t substitute for video games, though. That’s like saying you should just play football instead of playing a football video game. Or, hey, why bother playing a dungeon crawl when you can go reenact the battle of Marathon with a few hundred buddies and some plane tickets to Greece?
Those are some very odd analogies though. PnP is a form of simulation, just like videogames, videogames do not emulate PnP but they do seek to emulate some of the same things that PnP emulates. So the relationship is not the same as that betwen playing football and playing a football game. It is a comparison between two kinds of simulation, not between simulating an activity and engaging in it.
What's more, I didn't even say that PnP was superior to videogames tout court, in fact, I think videogames can simulate some things far better than PnP. Real-time combat is an obvious example. However, even in some areas like tactical turn-based combat videogames have some advantages such as rapid, automated number crunching and convenient and connective online multiplayer possibilities (as in PBEM games). My argument was that when it comes to
interactive storytelling videogames don't hold a candle to PnP, just as they don't hold a candle to books or movies in terms of pure narrative, so why should videogame designers waste their time and effort either in trying to ape interactive storytelling in a suboptimal medium or even stay in the medium at all?
The idea that there’s a huge trade off between good C&C and good gameplay is, I think, based on a misunderstanding. Age of Decadence has both! Kingmaker has both! Exhibits A and B for why games should try to do both, because it’s fucking great.
Why do they work? They were both designed for niche audiences.
The notion that AoD has good gameplay is highly contestable. Yes, the game was voted as one of the best RPGs ever by the Codex, but just one look at the Top 10 list should give you an idea of the demographic that drove that vote and the kind of thing that they look for in games. In other words, most people probably voted for it primarily due to the story/reactive elements. Meanwhile, the game is not held in such high regard by gameplay conoisseurs, regardless of whether these are the mondblutian/powergamer crowd, the Wizardry/dungeon crawler guys, the tactics aficionados, or the exploration enthusiasts. It'd be interesting to scan the voting thread for people who consistently voted for gameplay-centric titles and see how many voted for AoD. There are probably a couple of them, but it doesn't seem to be the rule. I personally think AoD's focus on questing and dialogues combined with its eschewing of exploration seriously cripples its ability to deliver a satisfying gameplay experience. However, I don't want to derail this thread into an argument about the quality of AoD's gameplay, there have been plenty of those. But citing it as an undisputed example of good gameplay and BIS-style C&C begs the question, because it assumes that the things that AoD replaced exploration with are the sorts of things that would appeal to anyone who doesn't already buy into the goals of the BIS/ITS school of design.
As for Kingmaker, it is a solid game, but mostly because of its mechanical/gameplay core, which is the focus of the game: the combat, powergaming/character building, and exploration. To the extent that there are C&C aspects, they merely complement that. I never said that was impossible, my argument is against games that
primarily revolve around questing/story/dialogues/scripted reactivity/etc.
CRPG gameplay sucks because there’s a huge audience of people who play these games for the story: they want combat to be easy and exploration to be spoonfed to them. It’s not like developers are skimping on the systems budget, they’re deliberately designing shallow systems to attract more customers. Market forces are a bitch. That sucks, but I don’t know that there’s a solution to it other than do like VD or Styg and make your own game.
Yes, but the emphasis on story is not limited to the main narrative, and also includes things such as quests and dialogues. Games that prioritize the latter are certainly more interactive than linear narrative-driven games, sure, but they still 1) perpetuate the misconception that RPGs are about "story" and 2) generally lead to an unacceptable cut back on mechanical substance. I'd argue that the decline happened because of the proliferation of C&C, quest, and dialogue elements that happened in RPGs during the late 90s and early 00s, which led - through neglect - to a devolution, in the Western RPG industry, of the state of the art in areas such as character systems, combat engines, and dungeon and encounter design.
The developers who made the classics of that age grew up playing games like Wizardry and the Gold Box series, which is why many of them still had a solid mechanical base. However, the next generation grew up on "story" driven games which led to 1) the ingraining in the minds of the new generation of the misconception that RPGs are about "story", a misconception that bore poisoned fruit when many failed to realize (or didn't care about) the distinction between linear and non-linear narratives and opted for the former (e.g. Mass Effect) and 2) a disinterest in building up on and refining the techniques of mechanics-driven content design inherited from Golden Age RPGs which led, in turn, to the decay of craftsmanship in this area to the point that after the hangover period that followed the Silver Age/Renaissance (e.g. the NWN-Dragon Age era), we ended up with a modern Western scene where, despite many attempts (the Kickstarter era and its aftermath), the result seems to be that no one even remembers how to design quality gameplay in RPGs.
Add to that the fact that most of the legendary writers of the industry seem to have run out inspiration, and we are left with a wasteland in which neither quality gameplay nor quality story elements are to be found, an age of mediocrity and blandness. Yes, there may be some games with decent gameplay here and there (such as Deadfire and Kingmaker), but at least in my view, even the best modern Western games are not only deeply flawed (that's par for the course), but much more so than the best games of the Golden and Silver Ages, to the point that there is a qualitative difference. In any case, even if you buy into the thesis that we live in an Age of Incline, the fact remains that this was only achieved after many painful years of groping in the dark, and very strenuous efforts to recover something that had once been taken for granted. The difference between Deadfire and PoE (or indeed between PoE 3.0+WM and PoE 1.0) or the fact that it took until 2018 for Kingmaker to come around are illustrative of this process.
Mind you, I am not saying that innovation and experimentation are bad, or that the games of the Silver Age were worse than those of the Golden Age. With the exception of a few timeless gems (most of them in the Wizardry catalogue), I think the Silver Age was better, overall. The problem came when a peculiar tendency- the one we are discussing here - of that era took over the genre completely and stifled what used to be the core design traditions of the genre.