BTW OP, when are you going to make a non-degenerate game? You have some based takes and coding skills. Use that power for good.
Depends what you mean by non-degenerate.
Not anime.
BTW OP, when are you going to make a non-degenerate game? You have some based takes and coding skills. Use that power for good.
Depends what you mean by non-degenerate.
Can't think of any game that has been carried by "worldbuilding"
Virgin Forgotten Realms vs Chad Greyhawk.ummm ever heard of forgotten realms, or any kind of game setting? It's all part of the world building.How do you write background lore without characters and conflict and plots? All that must figure into the game plot, or what is currently happening, for the worldbuilding to have any way of interfacing with the player at all, that is if you're not just going to dump it in an in-game book for them to read and at that point it's not so much a part of the game as it is irrelevant and easily ignored fluff.
This goes both ways. You can’t tell a good story with good characters without a world that makes sense. A lot of writers take shortcuts by implying the setting and relying on the reader’s knowledge of Earth, and you only need to give information immediately relevant to the plot, but in more fantastical settings where more work is required then less competent writers can easily fail.What neckbeards don't understand is that sandboxes can't replace good writing, that and that there is really no such thing as worldbuilding by itself. Writing is something more holistic than these categories and characters for example are a part of the world, historically or present. How do you write background lore without characters and conflict and plots? All that must figure into the game plot, or what is currently happening, for the worldbuilding to have any way of interfacing with the player at all, that is if you're not just going to dump it in an in-game book for them to read and at that point it's not so much a part of the game as it is irrelevant and easily ignored fluff. Writing in games is about the delivery of all that cool stuff you came up with to the player, you could have the most imaginative setting and still have players quit out of boredom if it is written poorly.But the ideal RPG would be a fully realized world that you can just run around in as a sandbox.
The source of this misconception is tabletop, it has infected novel writing as well as how people think about video games, when they think what people really want and should care about is the setting source book. Video games don't have DMs that can come up with stories and characters based on the setting though. Moreover that's not actually how neither writers nor earlier video game developers went about their creative crafts, it was much less autistic than that. Can't think of any game that has been carried by "worldbuilding", yet that's the poison meme you and others keep repeating.
Tone also isn't the RPG setting book, it's pure writing, which would include the setting, characters, dialogue, and every facet of the written word and fictitious thing in the game. It's not even limited to this but goes into art and music too. How are you even developing video games if you think tone is just setting and lore?
I'm painfully aware of Ed Greenwood's magical realm, yes, it's a good example of how little importance is placed on the worldbuilding in practice and how much the real writing matters. Icewind Dale, Baldur's Gate 3, Mask of the Betrayer and Dark Alliance are all standing on the same worldbuilding foundation and yet they're very different experiences due to tone, emphasis, and that it was different people writing them. There are many older CRPGs that didn't worldbuild at all in the contemporary sense of the term and got by fine, because unless you're adapting something you have to faithfully follow, it really doesn't matter that much.ummm ever heard of forgotten realms
Sorry, I was talking about CRPGs if I wasn't making myself clear. In other genres it might be more appropriately referred to as theming, like how Paradox is selling the same game seventeen times and get away with it by slightly changing the mechanics for flavor but mostly just changing the art and text to reflect some era or fiction, or how you might dress up a pinball table in an aesthetic. Kenshi is from what I understand an open-world survival crafting game with semi-tactical elements and writing of any sort takes a backseat in that kind of game. CRPGs are more character focused and so narratives become more important.Kenshi, duh.Can't think of any game that has been carried by "worldbuilding"
I seriously have to disagree with this, fictional worlds don't have to make sense, stories do. I kinda want to go on a long rant about how stories used to be told and how nerds misunderstood storytelling on a fundamental level due to commercialization of it by in part pen and paper RPGs, but I know that people on this forum don't want to hear it and I'd probably be just as misunderstood myself. And no, relying on real life knowledge in any direction is not a shortcut.This goes both ways. You can’t tell a good story with good characters without a world that makes sense. A lot of writers take shortcuts by implying the setting and relying on the reader’s knowledge of Earth, and you only need to give information immediately relevant to the plot, but in more fantastical settings where more work is required then less competent writers can easily fail.
You misunderstand me. What I mean is, the context must still be convincing enough for the audience to suspend disbelief. This isn’t a result of tabletop games, it goes back to Tolkien’s Arda and even earlier mythology. Worldbuilding is a huge part of speculative fiction. You don’t need to go into detail about Aragorn’s tax policy, but you’ll need to give context relevant to the story in order for the stakes to be understood.I seriously have to disagree with this, fictional worlds don't have to make sense, stories do. I kinda want to go on a long rant about how stories used to be told and how nerds misunderstood storytelling on a fundamental level due to commercialization of it by in part pen and paper RPGs, but I know that people on this forum don't want to hear it and I'd probably be just as misunderstood myself. And no, relying on real life knowledge in any direction is not a shortcut.
Sorry, I was talking about CRPGs if I wasn't making myself clear. In other genres it might be more appropriately referred to as theming, like how Paradox is selling the same game seventeen times and get away with it by slightly changing the mechanics for flavor but mostly just changing the art and text to reflect some era or fiction, or how you might dress up a pinball table in an aesthetic. Kenshi is from what I understand an open-world survival crafting game with semi-tactical elements and writing of any sort takes a backseat in that kind of game. CRPGs are more character focused and so narratives become more important.
Kenshi is from what I understand an open-world survival crafting game with semi-tactical elements
CRPGs are more character focused and so narratives become more important.
like what? off the top of my head all RPGs I played had a lore/world building.There are many older CRPGs that didn't worldbuild at all
I think this is an important point that is too often overlooked. Tabletop RPGs have sucked for almost 20 years now. These days every time you heard of tabletops RPGs is because they're reconnecting plots, rewriting lore, rewriting characters, removing features, dumbing down rules, or in general just making things worse for fitting a supposedly modern audience than doesn't exist. And these awful changes are always made for the most absurd and petty reasons. You NEVER heard of tabletop RPGs because they made something actually new or novel, is always about destroying or sullying something that was already there.The source of this misconception is tabletop, it has infected novel writing as well as how people think about video games, when they think what people really want and should care about is the setting source book.
People have said this about every new edition that came out since the 1970s. You try publishing a ttrpg for 50 years straight without doing any of those things you criticize. Every single long running franchise does that, not just ttrpgs.I think this is an important point that is too often overlooked. Tabletop RPGs have sucked for almost 20 years now. These days every time you heard of tabletops RPGs is because they're reconnecting plots, rewriting lore, rewriting characters, removing features, dumbing down rules, or in general just making things worse for fitting a supposedly modern audience than doesn't exist. And these awful changes are always made for the most absurd and petty reasons. You NEVER heard of tabletop RPGs because they made something actually new or novel, is always about destroying or sullying something that was already there.The source of this misconception is tabletop, it has infected novel writing as well as how people think about video games, when they think what people really want and should care about is the setting source book.
Everything in tabletop has only been trying to apt D&D or World of Darkness. Systems that have been done to death and stopped being good long time ago. Yet tabletop is treated like this sort of golden goose that makes anything better. When is just endless regurgitation of the same.
JRPGs are more character-focused; other subgenres of CRPGs are focused on some combination of combat and exploration, with character-related elements as a foundation.CRPGs are more character focused and so narratives become more important.
yeah but that's not story but exploration. Tho it was cool riding the elevator down and seeing there is a whole underground world that looks like the underdark. I put it in spoilers, aren't I nice?Discovering the underground Siofra River area in Elden Ring without any guidance from the game telling you to go there was a 1000000000 times more impressive experience than any story could ever be
Indeed.I think Thief would be one of the best example of worldbuilding combined with emergent gameplay.
the grimgangs of the northtide were known to stalk their prey, but they've been acting strangely lately, wearing dresses, engaging in 37 different types of pronouns, some never even considered by other civilizationsWhat the fuck is worldbuilding?
the setting of the gameWhat the fuck is worldbuilding?
But that's largely in service to the gameplay, plot and characters.the setting of the gameWhat the fuck is worldbuilding?