barghwata
Savant
- Joined
- Sep 13, 2019
- Messages
- 504
i consider these things to be the bare minimum
Not sure how to interpret that. Are you saying it's easy to make systems? Then why do most rpgs have bad mechanical systems? It's been 40 years since Wizardry came out and yet a lot of RPGs coming out today have less depth and have worse gameplay. It's not easy to make these things, which is why I don't know how to interpret them being considered "bare minimum". IMO It is a much worthier task to make a great-playing RPG.
I admit that's bad wording on my part, what i meant to say is all of these things (combat, exploration, itemization, power curve, encounter design, area design, etc) are great but not specific to RPGs therefore shouldn't be entirely focused on at the cost of what i think is more important which are roleplaying mechanics and reactivity, you only need to get those things to a point where they're decent but what matters most is roleplaying, Fallout's combat system for example isn't really that great, stealth is way too basic and the encounter design could've been a lot better in my opinion but they're just good enough to do the job, what makes Fallout the excellent RPG it is isn't any of these things, it's the astounding amount of roleplaying opportunities, different solutions to quests and the amount of detail put in how the game reacts to different character builds but of course that dooesn't mean the things you mentioned aren't important, i just think they have to be accompanied by good roleplaying mechanics to actually matter in an RPG.
Yup. Fully agreed.
Glad you agree.
Off-the-cuff I'd say that's mostly because adventure games and CYOA's don't have combat mechanics; one of the mainr easons RPGs can so easily excel in so-called "reactivity" (really bad term for this sort of design talk, it can literally mean anything) is because of the interplay that systems can have when combat and exploration come together.
I don't know about that, i think as long as the game reacts really well to your character build it doesn't matter what kind of gameplay the game has (as long as it isn't shit of course), Disco Elysium and PS:T despite having little to no combat both react very well to different character builds and to the player's actions and combat isn't necessary to achieve that. However i agree with you that RPGs that can pull off all of these things together (exploration, story,combat etc.....) and balance them out are generally much better and more entertaining since the variety of the gameplay keeps a game interesting.
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