Excidium said:
Well, it's what it is if you strip everything and leave only the "tactical combat RPG", a glorified tech demo.
Why is a "tactical combat RPG" a glorified tech demo? Because you don't like tactical combat RPGs?
Yeah, then fuck off. "This elephant is not a table, I am outraged!"
It is intense Sawyerism because like him, you only think things in terms of gameplay mechanics like they exist in a vacuum. But RPG systems exist to simulate the fiction.
KotC is a tactical combat game with light fantasy elements for context. There is almost no simulationism. The context provides something different than abstract symbols to fight, that is literally it. You are trying to put things into it which the game is not about at all. Unlike both you and Sawyer I am completely capable of enjoying a multitude of ways to play and make RPGs. I don't think there is "the one truth of RPG construction."
like in all games where crafting actually works.
Games such as?
The Witcher's alchemy system. KotOR's upgrade system. In both cases, crafting does not compete with other systems, and thus exists without problems. Whatever issues the games may have otherwise, the crafting works.
RPG systems exist to simulate the fiction.
This is one of the best sentences I've ever read
It's also complete bullshit. "I like to play RPGs this way therefore only this is RPG" is such blatant bullshit I expect it only from the faggiest of newfags.
There are plenty of ways to handle RPG systems, plenty of ideals to strive towards and plenty of ways to make RPGs fun. Patenting an arbitrary, one-liner definition on one of them and claiming that's all every RPG ever is or should be about is retarded on the level of metal fans arguing which one of them listens to the right albums.
The one common theme between them is that they all require a solid set of mechanics to work. You can't make any sort of RPG no matter what your aim or scope is without a compelling set of core system mechanics, no matter what your goal is.
The interesting discussion isn't "is tactical RPGs, simulationist RPGs or narrativist RPGs better?", the interesting discussion is "OK, so we have an X RPG. Is it well designed and fun to play given what it's trying to do?"