I would also like to point out, that our RPG system is VERY complicated and detailed, but its only visible when its necessary. When its possible to represent something in "real life" we prefer to do it this way, but of course, that there is lots of stats anc calculations in the background.
I simply dont see any reason why should I use turn based combat with dice throws, when its possible to do simulate very realistic and sophosticated realtime combat. In real life, I dont see fencers throwin a dice when they figt
Retard or not, you decide.
I know you've also told us that there will be many stats and they will mostly be hidden where feasible and that's okay, Dan, but the problem I have with your attitude is that you are lessening Role-Playing to a mere simulation that tries to mimic reality to the best of the current hardware's capacity and while at it, you are dismissing all other VALID forms of Role-Playing, as you dismiss turn-based above.
It might not be your cup of tea and that is perfectly fine too but if you honestly fail to see the point of so many RP systems with different approaches simply based on your LARPer's impulse to simulate everything as much as possible, go fuck yourself man. I don't need some guy with a simulation-fetish to tell me that my perspective is invalid simply because I have a different set of priorities on what makes a RPG. And I'm a simulationist myself.
Simulation != cutting edge mimicry of real life. Where is the cutting edge mimicry of real life in magic by your logic? In party-based squad games where you can control several characters? In any viewpoint other than first person? Let me tell you where: good fucking design with some common sense. Not cutting edge mimicry of real life.
In a CRPG,
the deciding factor for any given character stat to be represented visually or not should not be determined by the limitations of current technology and hardware but the design itself. Whether you need the game telling you what your Strength is should not be determined by "whether you can personally feel the strength of your character" (LOLWTF)
Even if we got to such a point where there would literally be no difference between looking around in real life and looking at a real-time 3D scene in your monitor, a huge number of things would still have to be decided by your approach to design, not by your fetish for cutting edge mimicry of real life.
Some people can pick minute-details far better and from far further. Some can not. Some people can read tracks. Some can not. Some people can immediately spot someone hiding behind the bushes. Some can not. Some fighters could read your body language and predict your next move. Some can not. Some fighters can think better and faster to decide on the next set of moves in the middle of a fight. Some can not. How will your cutting edge mimicry of real life will distinguish between such critical differences? If I'm poor at any of those, I will still be poor at them while looking at a 3D scene that does cutting edge mimicry of real life.
And you can solve all of those problems only with good fucking design, not with cutting edge mimicry of real life. What cutting edge mimicry of real life can do is make it look prettier. For those with a hard-on for cutting edge mimicry of real life. It won't do shit for those who prefer stylized graphics. Good and sensible design trumps all technological prowess.
For instance, let's put your "very realistic and sophisticated real-time combat" driven by inverse-kinematics under scrutiny: will I be able to "feel" (or be given an indicator about) the pressure in my grip when my sword connects with that of my enemy? Since you confess to have studied fencing, I'm sure you know that's a vital part. To make a quick judgement based on the pressure so you can decide whether you will wind the blade to strike without disconnecting and without opening yourself up, or drive your blade up the opponent's blade to open up new moves, or drive it down to escape the opponent's blade to attack an opening, or disconnect or any number of counter-attacks; you need to be able to gauge accurately how hard the enemy had struck the moment the blades connect. The whole ordeal about discerning whether to use the "weak" or the "strong" of the blade.
So now, tell me if your precious IK will factor in, if that amount of detail is in your system. I'm asking in such detail
because you brought it up yourself
In the old days, it was just not possible to make a fencing simulator, so it was "simulated" with dice throws and some rules. But in the real world, fencing is skill based and if I want to play the role of a swordsman, it only makes sense, that the game will ask me to show some skill. Problem is, that fencing is hard, I can tell you, I had few fencing lessons, so since the game is done for entertainment purposes, it will make the fencing much easier, but will still require some skill. What is wrong with that? There is still huge difference between action game and rpg game combat. My character still has lots of stats that affect the combat (strength, agility, stamina, perks....), I have lot of equipment that I modified. Isn't that roleplaying? In my opinion it is. But anyone has different tastes and I cant do anything about that
Since, by your admission, "the game is done for entertainment purposes" and "fencing will be much easier", are you not betraying your own conviction that simulation is the be all end all answer to Role-Playing? Especially considering you also said that you see no point to dice throws "when its possible to do simulate very realistic and sophisticated real-time combat".
So, is your combat very realistic and sophisticated or is it not? I think that, judging by all of your statements, it
might be very detailed beyond what most (if not all) games do but also judging by your fetish for cutting edge mimicry of real life, I doubt it will be "realistic" by
your standard since you already admitted to making it easier for entertainment purposes.
Hmmm, something here is amiss. How can someone opt for anything less than a stellar simulation of real life for entertainment purposes and have the gulls to call it Role-Playing when the same person practices a fetish for cutting edge mimicry of real life, to the point of invalidating other forms of Role-Playing that doesn't even try to do real-time or cutting edge mimicry of real life?
I hope you are seeing my point.
Personally, I think that whatever you are doing will be still Role-Playing as long as character stats are involved and aren't overshadowed by the player's own twitch skills. But there is no excuse for bullshit arguments and it's always a nice to try and poke an eye out to oppose bullshit arguments with aggravation. And I will continue to do so as long as we get bullshit like "limitations of the past", invalidating our way of Role-Playing.
Sorry, got no funny YouTube links for you.