Gangrelrumbler
Arcane
- Joined
- Mar 28, 2014
- Messages
- 4,234
A well-written story is not the same as an interactive story. An interactive story can be lacking in sophistication, that is not a problem because the appeal of it is the agency and freedom it gives to the player. Indeed, the control that a dev/DM has to exert over the narrative in order to craft something that can be memorable (to those who did not participate in the session) is more or less incompatible with letting the imagination of the players run wild. All that PnP requires on this front is a good setting, and there are many in the medium.
It's not a problem. It's something that video games can do infinitely better than standard PnP RPG's which is their strength, and which is why that approach keeps getting used. Sure, you can do anything in a PnP session, but people actually do want a sophisticated story they can affect. Which is why the thread was made in the first place. CnC became so desired it got stapled even in places it didn't belong.
This advantage of computer games mostly pertains to the realm of gameworld-building and gameworld dynamism, it is as relevant to exploration as it is to reactivity. Also, I implied in previous posts that if "true C&C" ever comes around to PC it will do so through character diversification, but this diversification would not be enough, as it would have to be linked with sophisticated gameworld systems and design.
Features such as this one that you mentioned are a part of that, and they are a strength indeed, but not one that ensures the success of the quest/dialogue driven school of reactivity that we have been discussing in this thread. The problems of the latter, which I have already discussed extensively on previous posts in this thread, are not compensated for by this feature. If a competent developer comes around and tries to emulate PnP style interactive storytelling through systems-driven gameworld design and character diversification, that'd be an interesting experiment. As of now, however, we are merely talking of hypotheticals.
It compensates all the faults by allowing the game to actually have a story in the first place. You can't have a story without characters, dialogue, events happening. Not being able to go completely off-the rails like in an PnP RPG campaign is compensated by experiencing a good narrative. Game mechanics cannot take care of everything for you. You can have neat things that happen in the story like having your party member get dusted during the resurrection, but it won't be as memorable Blood Baron's death from The Witcher 3.
Actually there is a game series that already adhered to your design philosophy, it was called Sid Meyer Pirates! Every choice in this game is dynamic. Attack British port and Brits will hate you more. Keep attacking Brit ships and their enemies will get stronger and start taking over their cities. One time a ship carrying money was sailing to a British port (and I was enemy of the Brists at the time), after it landed the city grew bigger, which caused it to have a bigger garrison and made it hard for me to take it over. So I reloaded the game, intercepted it and had much easier time. It's a neat little story, but it's hardly Planescape Torment. So you know, it's not like approach to CnC based on systems hadn't been tried here and there through the years, it's just that the result is not one good story player can interact with, but rather hundreds mediocre stories generated on the fly. Which is why games like that aren't discussed on the Codex.
Odd point to make, if anything extra-ruleset actions such as using enemies as human shields is generally easier in PnP than in cRPGs because the latter are limited by the engine.
Yes that was the point. Computers can do more epic, and challenging battles, but PnPs can actually react to uncommon tactical ideas.
Yes, but this only applies to the story-driven school of games. Mechanics-driven games do just fine.
Which ones?
Rather, I'd argue that the obvious follow-up to the failed project of story-driven games is to return to what works: mechanics-driven games. If a vanguard of actually creative devs - instead of cargo cultists - wants to actually push the envelope and try to implement PnP style interactive storytelling in the meantime, more power to them. But that'd be nothing like a Telltale game, even one "done right", because the approach needed to do that (through character diversification and gameworlds) would be inherently different (probably even incompatible) to that which Telltale games take. Again, I addressed this in some of the previous posts.
But they are not a "failed project". They didn't replicate PnP experience perfectly but that's not what they were trying to do in the first place.
Yet Wizardry was great from the get-go, as most fans of the series will tell you: to this day many of them still rank Proving Grounds of the Mad Overlord as one of the best, if not the best, in the franchise, and they usually give compelling design-related reasons for this in the process instead of nostalgia. cRPGs based on The Triad worked well from the very beginning, and they continue to be the tried and true approach ro RPG design. And come now, it's not like BIS, Troika, and Obsidian didn't have plenty of chances to iterate on their design philosophy. Again, that doesn't mean I am against experimentation, but when the alternatives to the original paradigm of cRPG design are mostly hypotheticals, it has to be admitted that the best course for the industry would be to go with said paradigm.
That said, I doubt that will happen, despite the buzzwords both traditional cRPGs and cRPGs that seek reactivity lack popular appeal. It seems that the future of the genre lies with the cinematic action RPG approach pioneered by Bioware and picked up by CD Projekt.
The problem with that argument is that Troika and Obsidian games wernen't failures, they keep to be one of the most well-liked RPGs out there. Their problems had nothing to do with the implementation of quests or CnC but rather with that their gameplay being unpolished, due to development difficulties. Baldur's Gate 2 used the exact same approach to RPGs and avoided all those problems due to having a game system that was tested and developed for years before the games was created and having 2 other IE games to be based on. The way to fix things like Arcanum is to better balance combat encounters, spells and abilities, not to complete threw standard CnC out of the window ad replace it with some complicated consequence-simulating systems that's given the track record of Troika would be ever more likely to be broken.
Regarding future of RPGs, it doesn't belong to anyone now. Oldschool games are being made, new games, blobbers, even your mechanics driven games are being made constantly in the forms of titles like Kenshi.