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Computers beat up my role player
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<blockquote data-quote="Doug McCrae" data-source="post: 3666129" data-attributes="member: 21169"><p>Further to the issue of freedom, we have to consider mods. These are huge in Morrowind, and I think NWN as well. They are developed for free by third parties and can be downloaded by anyone. These mods allow a user to change his interface, alter graphics, add geography, play lots of new scenarios and even change the rules of the game. Surely this is almost exactly the same as the ability of players in a human rpg to alter the rules?</p><p></p><p>The ones for MMORPGs don't allow you to change as much, just your control systems and the information the player receives. The limiting factor here is that there are many players, not just one, so you can't mess with the game as much. It's interesting that with crpgs, just as with human rpgs, the presence of more players becomes a major limiting factor on freedom.</p><p></p><p>In addition to mods, non-mmo crpgs will invariably allow the user to alter the settings, and tweak gameplay, such as by changing the difficulty level. Can you imagine, as a player, trying to change the difficulty level in a human rpg? Say you think an encounter is too hard for the party. Such players are slaughtered on this message board for 'whining' and having a 'sense of entitlement'.</p></blockquote><p></p>
[QUOTE="Doug McCrae, post: 3666129, member: 21169"] Further to the issue of freedom, we have to consider mods. These are huge in Morrowind, and I think NWN as well. They are developed for free by third parties and can be downloaded by anyone. These mods allow a user to change his interface, alter graphics, add geography, play lots of new scenarios and even change the rules of the game. Surely this is almost exactly the same as the ability of players in a human rpg to alter the rules? The ones for MMORPGs don't allow you to change as much, just your control systems and the information the player receives. The limiting factor here is that there are many players, not just one, so you can't mess with the game as much. It's interesting that with crpgs, just as with human rpgs, the presence of more players becomes a major limiting factor on freedom. In addition to mods, non-mmo crpgs will invariably allow the user to alter the settings, and tweak gameplay, such as by changing the difficulty level. Can you imagine, as a player, trying to change the difficulty level in a human rpg? Say you think an encounter is too hard for the party. Such players are slaughtered on this message board for 'whining' and having a 'sense of entitlement'. [/QUOTE]
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