Cross
Arcane
- Joined
- Oct 14, 2017
- Messages
- 3,036
The phenomenon you're talking about here isn't unique to CRPGs. Or did you forget about Mighty No. 9? Broken Age? All spiritual successors to (sub)genres that had been on life support, even made by some of the same people who worked on the classics, yet they turned out to be major disappointments. Yet I don't see you concluding that there's something fundamentally wrong with those genres.Well, one could be hopeful and believe that the lack of quality RPGs after the 90s is merely due to some combination of developer sloth, bad luck and RPGs only barely being financially viable, so there weren't enough of them made to beat the odds. With the way the "Kickstarter renaissance" turned out, though, I think that may be wishful thinking. The thing is, one could very well think (and I think many people on the Codex did) that it should not be exceedingly difficult to improve on 90s CRPGs, because we know perfectly well that those games are deeply flawed and full of broken or halfbaked game mechanics. But, as it turns out, it is in fact very difficult to do so: the recent Kickstarter RPGs do in fact have a lot of polish and refinement in at least some aspects, and I think it would be unfair to say that they don't improve on 90s RPGs in that regard. However, that hasn't actually made for better games. Moreover, when they have their own flawed mechanics (as they, plainly, do), players do not treat such flaws with the compassion afforded to 90s classics. I don't know if having a lot more RPGs would really help, when it seems to be difficult to make even a passable CRPG, let alone a good one.
The specific issues plaguing some (but not all) of the modern CRPGs like Pillars of Eternity, Wasteland 2 and Torment: Tides of Numenera have been well-documented across hundreds of pages of discussion. When you can find old forum posts from Josh Sawyer talking about how much he disliked the Baldur's Gate games, it's not exactly rocket science to figure out why a Baldur's Gate spiritual successor led by him turned out to be a disappointment.
That's just indicative of good game design in general. It's as relevant to RPGs as it to any other genre of games. And FTL isn't an RPG, obviously.As for FTL, I think it's an interesting game to discuss from an RPG perspective because it possesses a coherence and interplay of systems that almost all CRPGs lack.
Sure there is. RPGs are about controlling a character or a group of characters in physically tangible areas, not guiding a ship through text-based events and battle screens. The two are completely different in their structure and experience.And there is nothing there that couldn't be done in a more "CRPG-ish" form
You could look at a game like Invisible Inc and take lessons for how to improve stealth-based gameplay in a CRPG. But you can't really apply the lessons fo FTL to a CRPG (or at least, only in a very limited way) since it's so wildly different in how it plays.
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