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Which kind of fag are you ?

You're mostly a...

  • Combatfag

    Votes: 86 42.2%
  • Storyfag

    Votes: 53 26.0%
  • Explorefag

    Votes: 82 40.2%
  • Lorefag

    Votes: 12 5.9%
  • Graphical whore

    Votes: 1 0.5%
  • Larpfag

    Votes: 4 2.0%
  • Choice and Consequences Faggot

    Votes: 40 19.6%
  • Grinding fiend

    Votes: 3 1.5%
  • Completionfag

    Votes: 10 4.9%
  • Other (KCF)

    Votes: 4 2.0%
  • Stats/System autist

    Votes: 25 12.3%
  • Romance fag

    Votes: 6 2.9%
  • Simulationfaggot

    Votes: 19 9.3%
  • Atmosfag

    Votes: 22 10.8%

  • Total voters
    204
  • This poll will close: .
Joined
Aug 27, 2021
Messages
698
It's great to be a Choice&Concequences faggot above all. This should be the basis of all roleplay. Good rpg needs just a fleshed out setting that is able to react to player agency.

Been looking into GW2 MMO for quite some time, it's my belief that their attempts to make a dynamic world that changes itself after global events occur were - spot on for an rpg. Not for an MMO sadly, but for rpg most definitely.
The NPC factions within a map over at Guild Wars will have a scripted event to attempt to control parts of the map, a big meta event that will execute whether or not there are PCs on the map. Remove the repetition and static that is the MMO and you'd get a perfect recipe for cRPG worldbuilding. We desperately need this in cRPG, it's 2022. and there isn't a single game out there that tries to attempt GIVING LIFE TO THEIR WORLDS.

If I am heading towards a town ingame and the game lets me see different versions of that town every time I replay, based on how early/late I have arrived and how the warring factions within have rolled on their escalated conflict, it's going to do so much more to immersion and tickle every fag. Games like that are possible to make. There are still paths that we left unexplored, concepts that deserve attention and research. Ways to make it better.

One thing is certain. To stop having choice&consequence is to stop having RPGs.
The problem is that predefined "choices and consequences" get to be shallow pretty quick. I've been playing games for a long time, I've seen all these "choices" before. It's all so arbitrary.

Now, I'll agree that pen and paper RPGs thrive off of real choice and consequence far more than combat, which is kind of a slog. But that's the benefit of having a human running the show, depending on the quality of said human's ability to make interesting scenarios and react to your choices.
 

Laz Sundays

Educated
Joined
Jan 12, 2020
Messages
352
It's great to be a Choice&Concequences faggot above all. This should be the basis of all roleplay. Good rpg needs just a fleshed out setting that is able to react to player agency.

Been looking into GW2 MMO for quite some time, it's my belief that their attempts to make a dynamic world that changes itself after global events occur were - spot on for an rpg. Not for an MMO sadly, but for rpg most definitely.
The NPC factions within a map over at Guild Wars will have a scripted event to attempt to control parts of the map, a big meta event that will execute whether or not there are PCs on the map. Remove the repetition and static that is the MMO and you'd get a perfect recipe for cRPG worldbuilding. We desperately need this in cRPG, it's 2022. and there isn't a single game out there that tries to attempt GIVING LIFE TO THEIR WORLDS.

If I am heading towards a town ingame and the game lets me see different versions of that town every time I replay, based on how early/late I have arrived and how the warring factions within have rolled on their escalated conflict, it's going to do so much more to immersion and tickle every fag. Games like that are possible to make. There are still paths that we left unexplored, concepts that deserve attention and research. Ways to make it better.

One thing is certain. To stop having choice&consequence is to stop having RPGs.
The problem is that predefined "choices and consequences" get to be shallow pretty quick. I've been playing games for a long time, I've seen all these "choices" before. It's all so arbitrary.

Now, I'll agree that pen and paper RPGs thrive off of real choice and consequence far more than combat, which is kind of a slog. But that's the benefit of having a human running the show, depending on the quality of said human's ability to make interesting scenarios and react to your choices.
This is why I said "unexplored". You've seen all the "choices" in games because noone made a game with a focus on them in decades. Let alone attempted to create a Living world.
The recipe I have in mind would go like:
-fully operating world filled with npc factions with elaborate agendas
-player begins anywhere within the world, decides if events around them matter or not, engages where he pleases
-events come whether you like it or not, player is forced to react to them because roleplay
-some important events have a stronger consequence to player, because factions begin to notice, player's advances and actions start resulting in their demand
-the climb leads inevitably toward the highest seats of power, taking you on a natural ride towards endgame
-the journey IS the game. You can roleplay a hobo that never left the first tavern he saw, but if local separatists win and take control - your tavern might rename or close. Town might get rekt by local Cult. If endgame is war with demons - war with demons will come to your tavern one day. You have to react, and make choices. And it would still make for a damn good session if you remained a hobo to the end. I want to see such a game.
 
Self-Ejected

Dadd

Self-Ejected
Joined
Aug 20, 2022
Messages
2,727
Choices and consequences in crpgs would become interesting if you could generate new outcomes (and plot in general) based on your actions and context, instead of following a set of predetermined outcomes, and if developers could integrate this outcome/plot generation more thoroughly into game mechanics instead of having it be a component that is mostly separate from the rest of the game's mechanics. I don't know to what extent this is possible at the moment.
 

Stavrophore

Most trustworthy slavic man
Patron
Vatnik
Joined
Aug 17, 2016
Messages
14,584
Location
don't identify with EU-NPC land
Strap Yourselves In
Gameplay is king, story is secondary. Better to play the game with good gameplay[mostly sandbox or exploring games are generous in this regards] and bad story than with good story and bad gameplay, since story can be skipped, and it's hard to stomach a game with bad gameplay, trying to buzz through from one main quest to another.
 

LarryTyphoid

Scholar
Joined
Sep 16, 2021
Messages
2,233
What games do "combatfags" play, anyway? I always thought Wizardry was a huge combatfag RPG but I just started playing it and the combat isn't nearly as autistic as I thought it'd be.
 

M. AQVILA

Arcane
Joined
Jan 6, 2016
Messages
3,722
Location
Galicia–North Portugal Euroregion
Lore and C&C contribute the most to whether a game captivates my interest or not. Lore affects both gameplay and story for the better or worse. C&C makes me feel more engaged.

Combat is optional. Unless that by "combat" you mean gameplay. Then I have to say that games are defined by gameplay, everything else is secondary. Flavor to make the game more interesting.
 

Zed Duke of Banville

Dungeon Master
Patron
Joined
Oct 3, 2015
Messages
13,114
What games do "combatfags" play, anyway? I always thought Wizardry was a huge combatfag RPG but I just started playing it and the combat isn't nearly as autistic as I thought it'd be.
Games with a heavier focus on combat that is tactical, similar to a squad-based tactics game, rather than the kind found even in turn-based blobbers. Pool of Radiance and the rest of the Gold Box games are one such example. This group also enjoys squad-based tactics games with RPG elements, as in Jagged Alliance 2, X-Com, and Troubleshooter: Abandoned Children.

Of course, there's also a group of players who enjoy action-based real-time combat, as in the Demon's/Dark Souls series or Dragon's Dogma. Overlap between them and the turn-based tactics group is limited.
 

Laz Sundays

Educated
Joined
Jan 12, 2020
Messages
352
Oh for gods sake. The choice&outcome would be interesting if developers actually remembered to prioritize making believable worlds, instead they're too busy trying to tell you their story and make you feel like a hero. Screw it, I should've just said that I'm a Gothicfag and be done with it.

We don't need a complex system that calculates C&C. We just need a believable world where they matter and make sense.

I've noticed something simple while playing GW2 MMO. If map is left empty, badguys(NPCs) will capture all the points of interest and hold the map. Immediately I started wondering - why does this not happen in cRPGs? Why are our worlds so empty and static? This isn't something deeply complex that machines and AIs would struggle to calculate, and developers would lose their minds trying to make. It's already made and tested, it just needs to be put to a better use than MMO.

It should be a world that doesn't really need you. One that you can observe passively and it still goes somewhere, much like real life for most codexfags.
Same choices you saw in other games would gain weight here, where world itself is an entity that moves toward it's own end. Make that end something simple and inevitable, and the player will not need a main quest. Fuck main quest, gimme Situations. If the journey is filled with options and randomness, every new character run will become a story. If that isn't the point of roleplaying, I don't know what is.

Look, I know this whole Living world concept doesn't sound like much, but I guarantee you that there is no other way to roleplay a True neutral in cRPG unless the world itself is "alive" and able to progress without our direct input.

There are angles that we haven't tried yet. There's nothing wrong with predetermined choices, there's just shitty ways of doing it and barren/linear settings.
 
Joined
Aug 27, 2021
Messages
698
Oh for gods sake. The choice&outcome would be interesting if developers actually remembered to prioritize making believable worlds, instead they're too busy trying to tell you their story and make you feel like a hero. Screw it, I should've just said that I'm a Gothicfag and be done with it.

We don't need a complex system that calculates C&C. We just need a believable world where they matter and make sense.

I've noticed something simple while playing GW2 MMO. If map is left empty, badguys(NPCs) will capture all the points of interest and hold the map. Immediately I started wondering - why does this not happen in cRPGs? Why are our worlds so empty and static? This isn't something deeply complex that machines and AIs would struggle to calculate, and developers would lose their minds trying to make. It's already made and tested, it just needs to be put to a better use than MMO.

It should be a world that doesn't really need you. One that you can observe passively and it still goes somewhere, much like real life for most codexfags.
Same choices you saw in other games would gain weight here, where world itself is an entity that moves toward it's own end. Make that end something simple and inevitable, and the player will not need a main quest. Fuck main quest, gimme Situations. If the journey is filled with options and randomness, every new character run will become a story. If that isn't the point of roleplaying, I don't know what is.

Look, I know this whole Living world concept doesn't sound like much, but I guarantee you that there is no other way to roleplay a True neutral in cRPG unless the world itself is "alive" and able to progress without our direct input.

There are angles that we haven't tried yet. There's nothing wrong with predetermined choices, there's just shitty ways of doing it and barren/linear settings.
GW2 is not that groundbreaking, and immersive it ain't.

A true neutral doesn't require GW2 style "living worlds" content either.

Having put more thought into the original question than it really deserves, I think "combatfag" is a bit unspecific. It's not that I love choosing which attacks to perform and which spells to cast in wizardry 7, for example, it's really making a build and then figuring out the best way to play that build, which includes a lot of combat. If you just gave me a premade party I wouldn't have that much fun with the combat.

"Buildfag" should obviously have been a choice. OP is fat.
 

Valdetiosi

Scholar
Joined
Apr 18, 2016
Messages
215
Location
Finland
Simulation and atmosphere, out of many RPGs I can't get into most of them for having dull approach on their setting that blends blandness al together.
Arx Fatalis, Kingdom Come, Prey, E.Y.E Divine Cybermancy, Deus Ex, those are itching my niche.
 

Üstad

Arcane
Joined
Aug 27, 2019
Messages
8,622
Location
Türkiye
Desiderius

You're really active in Pathfinder threads. I think you really fit the "buildfag" option and I want to ask this. What kind of cRPGs a true buildfag should play?
 

Bigg Boss

Arcane
Joined
Sep 23, 2012
Messages
7,528
I don't think I can choose because a good RPG to me is equal parts of all things. I suppose it does need decent combat but I am not a combatfag because UnderRail stresses me out instead of giving me a boner.
 

Cryomancer

Arcane
Glory to Ukraine
Joined
Jul 11, 2019
Messages
17,026
Location
Frostfell
I'm a mage fag. I wanna have my own mage tower, research powerful spells, summon powerful servants to serve me and build a magocracy where magicless creatures are our servants and mages are nobles.
 

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