Vault Dweller
Commissar, Red Star Studio
- Joined
- Jan 7, 2003
- Messages
- 28,035
http://www.rpgcodex.com/phpBB/viewtopic.php?t=9527
I can't believe you guys like totally missed that post. Luckily, I'm kind enough to give you a second chance:
I can't believe you guys like totally missed that post. Luckily, I'm kind enough to give you a second chance:
Anyone who won't reply or comment on what this totally awesome guy wrote would be banned or tubgirled with extreme prejudice!EvoG said:Its interesting. I actually agree with a lot of what those so-called 'kids' were talking about. This has been the one push with my game designs, separating the "clinical" aspect of roleplaying such as the character sheet and inventory model in conventional RPGs, with the more active reactive roleplaying ironically evident in GTA San An. I know I've brought this up before, but it is a perfect example of roleplaying a character without actively 'arranging' for his development by adding experience points, but of course by doing (or not doing) activities that can increase your characters capabilities.
One thing that was almost cathartic, was the sense of not being on a "quest/mission", and being able to get into the idea of being this avatar on screen, and still having something to do. So I'd mentally plan and prepare to hit the gym, get something to eat and take the girlfriend on a date (prior to finding out it really does nothing for the story but only serves to unlock a two player mode ). Aside from the GF, those other activities rewarded me so the compulsion to do them was greater. I'd do all this while almost subconciously parking my car in the proper places as if parking a virtual car properly in a virtual city had a virtual consequence (which it of course doesn't). This extends exclusively throughout any gameplay context. If you want the player to participate more with the gameworld and feel more intimately tied to his alter-ego, offering these seemingly mundane elements to the game then rewarding the player makes them substantial and less ridiculous. Eating in a game, like old school Ultima, was a product of keeping the player alive...a terrible motivation, as its like perpetual poison without a permanent antidote. Eating in GTA is rewarded by allowing your character to keep his well earned muscle and fitness, but is not mandatory. I was more compelled to eat in GTA for the benefits of doing so then the arbitrary mandate to eat in Ultima.
I know I've said this as well before, but it IS ironic how much more of a roleplaying game GTA SA is over most so-called "pure" RPG's. My point isn't sell GTA, but rather the model. I'd MUCH rather see this open infrastructure in a fantasy or high science fiction setting, which would be an amazing experience.