Glade Riven
Adventurer
This is one of those things that goes in the I don't understand the problem category. I keep seeing complaints that "x is too much like a videogame."
The problem I find is that pencil and paper RPGs have had a huge influence on videogames and videogaming culture. Sure, there is the whole RPG genre (whether the typical turn-based rail-roading JRPG or more open games such as the Elder Scrolls series), but beyond that, RPG elements have shown up in platformers, first person shooters, Real Time and Turn Based Strategy games...name a genre, and RPG elements have influenced it. While not a new phenominon, many developers are wanting to grow the communal aspect. Some are even looking into heading towards collective storytelling.
So something feels like a videogame when you play it. Well, that comment is left rather undefined. How does it feel like a videogame?
If your game feels like a multi-hour long grind-fest for the sake of grinding, you're probably running it wrong. Go pick up some Paizo APs or something.
If your game feels like an intricatly designed Zelda dungeon with crazy puzzles, traps, and unique combat opertunities, you're probably running it right.
I came late to the roleplaying party. But I know good gameplay, and I know good level design when I see it. And I know this stuff because of videogames, and the influence that good game design has across multiple mediums (pencil & paper and videogames being separate mediums). There's more opertunity for freedom with pencil & paper, although with videogames there is the advantage of deus ex machina behind the curtain.
Sure, cultural elements from popular gaming culture will find it's way into pencil & paper, as well as practical game design elements. But to me it just looks like a bit of chocolate in my peanutbutter.
So I don't get the problem.
The problem I find is that pencil and paper RPGs have had a huge influence on videogames and videogaming culture. Sure, there is the whole RPG genre (whether the typical turn-based rail-roading JRPG or more open games such as the Elder Scrolls series), but beyond that, RPG elements have shown up in platformers, first person shooters, Real Time and Turn Based Strategy games...name a genre, and RPG elements have influenced it. While not a new phenominon, many developers are wanting to grow the communal aspect. Some are even looking into heading towards collective storytelling.
So something feels like a videogame when you play it. Well, that comment is left rather undefined. How does it feel like a videogame?
If your game feels like a multi-hour long grind-fest for the sake of grinding, you're probably running it wrong. Go pick up some Paizo APs or something.
If your game feels like an intricatly designed Zelda dungeon with crazy puzzles, traps, and unique combat opertunities, you're probably running it right.
I came late to the roleplaying party. But I know good gameplay, and I know good level design when I see it. And I know this stuff because of videogames, and the influence that good game design has across multiple mediums (pencil & paper and videogames being separate mediums). There's more opertunity for freedom with pencil & paper, although with videogames there is the advantage of deus ex machina behind the curtain.
Sure, cultural elements from popular gaming culture will find it's way into pencil & paper, as well as practical game design elements. But to me it just looks like a bit of chocolate in my peanutbutter.
So I don't get the problem.