Those games aren't roleplaying games.
But they are games, video games, and video games emphasize gameplay more than anything else, even in RPGs.
New Sawyer interview:
http://www.usgamer.net/articles/hes...-on-nearly-20-years-spent-making-rpg-classics
The idea is like if a NPC says something, imagine if you're sitting at a table. You have to write the possibilities of what the player can say. If an NPC is a jerk, think about, "Okay, well how is a player going to want to respond? How are different players going to want to respond? Is the player going to want to slap this character? Is the player going to want to take the high ground and be above it all? Are they going to be quiet and just accept it? Or are they going to want to do something else?" Also like, "Oh, if there's a quest that presents this thing, does that sort of beg, 'Oh, I'm a character with these skills and that makes me want to do these things?'"
When it comes to dialogue options, that is viable since it mostly involves simply more writing, but not other bits of gameplay and a crucial piece of them ignored in that quote is the discovery and employment of advantages as you skill up, something which doesn't arise in a game where all paths are viable.
It's a crucial part of human nature to get one over on the circumstances you struggle against and drive that home. It is massively fun and so much of my love of RPGs is finding such advantages and then finding an encounter over my head to use it against I couldn't possibly do without being "OP". It was something I simply couldn't find in a game like PoE because the founding principles of the game were based on eliminating losers and so cheapened the achievements of the winner by making them ubiquitous.
To find what I thought were advantages and use them only to realize that no matter what I'd picked in my guys builds would have resulted in the same outcome robbed me of that sense of accomplishment in PoE and it's a problem with many modern RPGs.
If you want to make a game that emphasizes roleplaying over the rest that's fine, but I don't think it can be done in a video game, where all options have to be programmed and written in limiting what can be done whereas in a tabletop game much of that is accomplished verbally and through everyone's imaginations preventing it from detracting from the rest of the game.
Sometimes when we would play through games, he would make a character with an odd build that would seem kind of unusual and he would say, "Why can't I use these things," which is a good point. Again, if you make a character that's built in a certain way, if the player doesn't have some opportunity to really shine and go, "Ah yes, finally, all those points I put into doctor make me feel like I'm really cool," then that sucks. It feels like a huge letdown.
And here is that mentality again. To make good choices shine you need to have bad ones. From failure you struggle and seek that which works and feel rewarded for thinking and digging enough to find a build that clicks. You want to play something like what he describes in a video game you're picking the wrong medium of game to play because by doing that you will reduce the chance of failure, water down the sense of challenge and accomplishment while also weakening the game overall by having developers devote more time in making bad builds viable instead of devoting that time and effort in other places.
Tigranes,
I think that the problem is that cRPGs strive for realism. Developers want to offer a variety of skills that simulate people's actual skills (realism). But some skills need to be less useful than others, because a plausible game world cannot support them all equally (realism). Your point about some skills not being situational is spot on and I would add that they should not affect players that did not invest in these skills. The point is that developers did not think really well about their initial choice of skills and this had enormous repercussions about every design decision that came afterwards.
I think the discussion about Grimoire’s balance should be about whether the game must be evaluated by its own aims, e.g., as a spiritual sucessor of Wizardry with such and such features, or by other general principles we tend to accept for independent reasons. If you take the first assumption as axiomatic, any further discussion is pointless.
I think Verisimilitude is a better word to use as it is less constrictive and less prone to misunderstanding and derision than realism, that increasingly takes on the connotation that realism is something in a game that operates the same way as what happens in reality, such as a AK-47 in a video game having the same properties as one has in reality.
What it comes down to is things "feeling right" for a game. What feels right in a game can have little to nothing to do with reality, but it's suitable for the game whereas the same feeling won't work in another (and is why strict realism as we know it in this day and age of gaming makes for crappy games - the reality around things like combat with firearms isn't fun, or in pursuit of establishing a balance between gameplay and getting close to real properties the game is compromised in different ways).
While I understand the fundamental tone Grimoire is built upon, I don't like the sound of this gameplay that feels more like nuclear warfare than something entertainingly challenging in a game. Having a game where enemies and the player can kill one another very quickly, and so force quick action to get there first is one thing, making it all or nothing "the first person to fire their nukes and catch the opposing sides ICBMs on the ground before they can launch wins WWIII" sounds repelling for the same reasons modern warfare is so odious while many in centuries past could strangely find war to be something of an adventure to a larger degree than today (Humans being human, and so capable of anything, means we'll always have at least a handful of de Wiart's around even if increasingly the rest of us are unable to see eye to eye with what they enjoyed so much about war).
I haven't yet played the game, but Grimoire can have brutal, unforgiving combat that still feels right, but it seems it's not there yet.