Quillon
Arcane
- Joined
- Dec 15, 2016
- Messages
- 5,323
In the last decade I saw a lot of effort from devs trying to incorporate "player expression" and the way they are doing it is:
a) lacking: this is understandable, they can't account for every possible type of player character and when they try to incorparate a wide range of expressions we get bloated conversation options, either way it is...
b) ...inconsistent: this depends on the budget and/or writers remembering what to account for every conversation which is only possible to accomplish when they set a small number of expressions for the player which is...
c) ...shit: cos saying the same thing in 4 different ways is...well, shit.
The way they are trying to incorporate player expression seems to have just one goal: saying the same thing in a manner that is in line with the character you are roleplaying. It accomplishes very little for the amount of effort put in imo.
I think choice(& consequence) is much more important than how you make/say that choice in an RPG, because you can easily imagine what kind of character yours is and what is he thinking when he makes that choice... you can fill in the blanks easily for the lack of expression but you can't do much about it when you feel there should be choice and there isn't.
If there has to be player expression I think they should make it like option c) :D aka Malkavian approach: It should be a choice from the start. There should be set number of personalities players can pick, like gentle, aggressive, jokester, dumb etc and everything player character says from then on should be translated into that personality and NPCs should have preference of what type of characters they like/hate or indifferent to etc and should react accordingly even when different player characters essentially say/do the same thing. Which would solve the inconsistency, the conversation bloat and the inconsequentiality of current implementations.
Maybe the number of personalities that devs can support would be limiting but ultimately it should make for a better experience imo and add enourmous replayablity value to an RPG...if it is at all doable(would it increase narrative budget significantly?).
a) lacking: this is understandable, they can't account for every possible type of player character and when they try to incorparate a wide range of expressions we get bloated conversation options, either way it is...
b) ...inconsistent: this depends on the budget and/or writers remembering what to account for every conversation which is only possible to accomplish when they set a small number of expressions for the player which is...
c) ...shit: cos saying the same thing in 4 different ways is...well, shit.
The way they are trying to incorporate player expression seems to have just one goal: saying the same thing in a manner that is in line with the character you are roleplaying. It accomplishes very little for the amount of effort put in imo.
I think choice(& consequence) is much more important than how you make/say that choice in an RPG, because you can easily imagine what kind of character yours is and what is he thinking when he makes that choice... you can fill in the blanks easily for the lack of expression but you can't do much about it when you feel there should be choice and there isn't.
If there has to be player expression I think they should make it like option c) :D aka Malkavian approach: It should be a choice from the start. There should be set number of personalities players can pick, like gentle, aggressive, jokester, dumb etc and everything player character says from then on should be translated into that personality and NPCs should have preference of what type of characters they like/hate or indifferent to etc and should react accordingly even when different player characters essentially say/do the same thing. Which would solve the inconsistency, the conversation bloat and the inconsequentiality of current implementations.
Maybe the number of personalities that devs can support would be limiting but ultimately it should make for a better experience imo and add enourmous replayablity value to an RPG...if it is at all doable(would it increase narrative budget significantly?).