People, stop quoting Mastermind in your replies to him, makes the ignore a useless feature, plz thnx.
You contradicted your statement from the first paragraph that says that character skill rules supreme: you move from simple checks based on character skill to complex mechanics based a little, if at all, on character skill but much more on player skill.
While it may seem so, not really. It's merely fleshing out the system around that skill check. Yes, it takes player-"skill" but I'd prefer to keep that definition to strictly mean reaction speed and eye-hand coordination, the usual way player skill is defined in sports and arcade/action games. Yes, chess and war/strategy/RPG-games require skills too but of more cerebral nature.
If I again make an analogy to combat, the skill-check in speech would be similar to the to-hit roll. But anyone who tries to claim that "to-hit roll is all that there is to combat" is a moron, yes? There's positioning, equipment, circumstances, etc depending on game mechanics and so. Do we argue that combat in RPGs should not have such things which obviously require player skill in utilizing them optimally? No. Thus, MCAs ideas of improving the "diplomat path" so that it's not just a single skill-check in conversation is commendable. Maybe I missed something but I didn't read him arguing that skill-checks should be dismissed altogether - the extra stuff you can find in his examples would be equivalent of getting bonuses to your "to-hit roll" in combat.
No, that doesn't mean that they're worthless.
I'd say it does.
Play Alpha Protocol on Recruit without
Okay. Haven't played AP so I wouldn't know. Great that you found a single example. Now, how did minigames work in Oblivion, F3, ME1 and ME2? Hmmh? Useless time-sinks or short-cuts for the player to circumvent character skill. In an RPG, the player should rely on his character(s) skill(s).
It's the same thing as in real life: some people are naturally good at some things and they work their asses off trying to get good at others and everybody has different levels of innate skills
But it's not real life and what you describe is called "character generation" in RPGs. If you want your character to be a good lock-picker, you make your choices in the character generation. My beef with lockpicking-minigames is that allows the player to use skillpoints in other skills since he can rely on his mouse-wheedling to swing him by any locked doors.
The best method to approach this is to provide multiple feasible options to any given task.
Of course. Unfortunately, none of the minigames in any of the recent (A)RPGs I've played have done so. You either hack the minigame or you don't. Gone are the days when Vic repaired something that the Chosen One couldn't or Imoen disarmed traps in the Nashkel mine.
You say that you don't want a character that is you. That's a personal preference. Some roleplay characters completely different from themselves, others roleplay characters as close to themselves as possible, yet others play it 9 times and go the whole spectrum: from very close to very different from themselves. The point of RPGs (real ones, the ones with C&C) is that they are able to do that, explore the possibilities, see how each approach stands up to the challenges of the game world.
You seem to have misunderstood me. I meant that in an RPG, I'm playing a character, not participating directly like someone playing Quake or... Wii Tennis. It doesn't matter if my character is patterned after myself or not. When you begin with an RPG but then start insisting that purely player-skill (hand-eye coordination/reflexes) should be part of the gameplay, you are sliding into the dreaded ARPG territory. And that's fine - just don't try to sell it as an "pure" RPG.
thing that defines a RPG is meaningful choices & consequences, and as long as it has that, it is still a RPG. Everything else is just gravy.
Fuck off storyfag, it's not. C&C can be in any sort of game - adventure and strategy being two good examples. RPGs are first and foremost about the character(s) that the player uses, end of story. C&C sure is a nice addition but it's not the primary requirement. Or are you saying that all those old RPGs that focused on dungeon-crawling are not RPGs at all?
If you don't want to get your reflexes, or your response under pressure tested in a RPG, that's fine. That's why a true RPG should have multiple ways of solving any given problem. If you can't or don't want to take the twitchy or stressful approach, you can do that, if you do, you can do that too. But I see no problem having such avenues to success available to the player. C&C baby!
I know this part wasn't directed to me but I'll answer to it as well because it's important.
1. If I want twitchy gameplay and test my reflexes, I'll play Quake or Painkiller or some missile-hell shoot'em'up from Japan.
2. If I want tactical combat and C&C and dialogue and shit, I'll play a proper RPG.
3. There is no need to try to force an unholy alliance between the two, even if almost everyone seems to be hellbent on doing exactly that but almost all the examples are bad - M&B has excellent combat but is a fucking awful RPG. Maybe Gothic got it right but I haven't played them so I wouldn't know.
4. I hate genre-mixing anyway since the results are usually shit and this isn't really relevant to the discussion anymore but the point is that ARPGs can go hide out in the backyard playing with the dogs in the mudpit where they belong while we enjoy "pure" RPGs in the livingroom with Blackadder and Mondblut, sipping some fine tea and perhaps a puff of pipe.