Alex
Arcane
mondblut
I kinda see your point, Mondblut. I think one of the biggest problems we have with CRPGs is that it is really expensive to make generic systems for all the kinds of interactions you want in the game. Most games have combat as their only open system (and sometimes, it isn't even all that open). Anything else is usually a scripted "puzzle". So, I guess I can see why you care mostly about combat.
Still, I think we can do a bit better even while using puzzles. I mean, some puzzle situations are obvious (which doesn't feel like a game at all), while others are simply a matter of trial and error (which is just frustrating). Some puzzles are just a question of following specific steps, with your character attributes affecting nothing, and any deviation from the series of steps adding nothing and changing nothing.
What I am trying to say is that while well made open systems are always more desirable, I think you can make "puzzle" based gameplay more fun if it isn't so "puzzly", if that makes sense.If puzzles are more open, if you have a range of options on how to deal with things, if hints are actual hints, rather than complete mysteries or blatant rubbing of answers on your face, I think the quality of this kind of thing can be much better. I guess what I am trying to say is that CRPG puzzles should be a bit more like Maniac Mansion ones, or maybe like Neuromancer's (though with a lot more options, rather than the fixed path the game ends up forcing you to follow).
I kinda see your point, Mondblut. I think one of the biggest problems we have with CRPGs is that it is really expensive to make generic systems for all the kinds of interactions you want in the game. Most games have combat as their only open system (and sometimes, it isn't even all that open). Anything else is usually a scripted "puzzle". So, I guess I can see why you care mostly about combat.
Still, I think we can do a bit better even while using puzzles. I mean, some puzzle situations are obvious (which doesn't feel like a game at all), while others are simply a matter of trial and error (which is just frustrating). Some puzzles are just a question of following specific steps, with your character attributes affecting nothing, and any deviation from the series of steps adding nothing and changing nothing.
What I am trying to say is that while well made open systems are always more desirable, I think you can make "puzzle" based gameplay more fun if it isn't so "puzzly", if that makes sense.If puzzles are more open, if you have a range of options on how to deal with things, if hints are actual hints, rather than complete mysteries or blatant rubbing of answers on your face, I think the quality of this kind of thing can be much better. I guess what I am trying to say is that CRPG puzzles should be a bit more like Maniac Mansion ones, or maybe like Neuromancer's (though with a lot more options, rather than the fixed path the game ends up forcing you to follow).