Karellen
Arcane
- Joined
- Jan 3, 2012
- Messages
- 327
except for the parts that treat you as Charname, Gorion's Ward, the Bhaalspawn. In the grand scheme of things, the impact of character class in pretty small, because it's a party-based RPG about doing D&D things (...) it would still be basically the same game, and whether it is boring or not is a function of whether the things you do in Baldur's Gate are boring or not.
But why my character needs to be the center of the world? OR the savior of the world? Why he can't be just another character of that world? You are not the unique Bhaalspawn on BG2. VtMB is amazing because even if you are supernatural. You still only a small part of a big world. You can't prevent Gehema, you can't become on top of Tremere pyramid and the endings is quite interesting. Even when you are a circle 9 wizard capable of casting devastating spells like stop time and wish, you are still a piece of the world. Other bhaalspawn are equally powerful.
I am now amused that whereas earlier you said that player choice allows for more character variety, you're now saying that it's better when the world doesn't react too much to your character, because... it's more realistic? The thing is, you are still wrong, because there are actually a lot of JRPGs that deal with small-scale conflicts. Many JRPGs have fairly sober, political themes, with little to no world-saving - mostly tactical RPGs, but also series like Suikoden and Legend of Heroes, which are quite concerned with elaborate world-building. But on an even smaller scale, there are a lot of JRPGs that are essentially about small, individual struggles. Did you know that there's an entire twenty-game RPG franchise of slice-of-life stories about alchemists, with time pressure, multiple endings and fairly elaborate sim elements of the sort that CRPGs haven't seen in decades? CRPGs don't really do that kind of thing, because a personal struggle implies that your character drives the narrative, and it's tricky to write content for that when the main character is as likely to be a kitten-torturing psycho as a righteous hero. A JRPG can simply center its story and content around a particular character who isn't the destined saviour of the world and define what their major concerns and goals are, and go from there.
I would suggest that VtM: Bloodlines and Geneforge both support my argument that better defined main character makes for better content and more interesting roleplaying options than allowing the player to be whatever he wants to be. It's better to make a game about being a vampire than make a generic CRPG and then allow you to become a vampire in it; there is inevitably going to be better vampire content in the former than in the latter. Interestingly, one of the complaints about Bloodlines is that its main quest is rather railroady - but that's largely because the story has to account for the main character being anything, so the only way to make a functionable main quest is to have a set-up which makes the player character constantly a victim of circumstances, forced to react rather than act. There are tradeoffs at work here, and JRPGs simply have different ones than CRPGs do.