DRPG feel in a CRPG

So the other characters are or are not players? I'm confused.
Either.

Assuming I am understanding what your OP was asking, i was thinking of "How can a videogame rpg feel like a ttrpg-including other fellow human players at the table",

so with that said, I was thinking that the part that feels most missing from computer games rpgs is other people playing at the table with you. We get a bit of that feel in WoW because its an mmo. But WoW feels like its less roleplay than Baldurs's gate. And the original baldurs gate, when in turn based mode, felt close enough to ad&d 2e that all it was missing was fellow players 'at the table.'

So i think a fun way to make a computer rpg feel like a tabletop one, would be to start with baldurs gate style game, and then each other character was played by a person. With additional UI for seeing players, and a 3d dice roller. since its turn based the game just maps turns to player and character.

And if other humans were not available, then AI could stand in and play as people playing the game, which is kinda how the CPU 'players' nations feel in Civ, just more "meta" in their function.

I am sure there are other ways to go about it in the WoW style game, but this is what would make a computer game basically feel like being at the table with folks.
 

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A big part of the TTRPG experience is the back and forth of narrative description and action between player and GM. So, you;d need likely A.I. to interact with you. For example, in a typical CRPG if you wanted to punch the shopkeeper in the face, your avatar would swing wildly at the NPC but never connect and the shopkeep wouldn't act any differently. That interaction wasnt considered or the effort to support it was left out. An A.I. could perhaps adjust the programming and make such characters react to such situations. This is just a sample of the types of things folks can do in TTRPG that they couldnt in CRPG (but would like to).
 

A big part of the TTRPG experience is the back and forth of narrative description and action between player and GM. So, you;d need likely A.I. to interact with you. For example, in a typical CRPG if you wanted to punch the shopkeeper in the face, your avatar would swing wildly at the NPC but never connect and the shopkeep wouldn't act any differently. That interaction wasnt considered or the effort to support it was left out. An A.I. could perhaps adjust the programming and make such characters react to such situations. This is just a sample of the types of things folks can do in TTRPG that they couldnt in CRPG (but would like to).
Doesn't sound like most CRPG's I've played, at least since, I dunno Daggerfall maybe. Most NPCs are attackable in most of the ones I've played. The old Elder Scrolls "murder-spree after getting caught stealing" is a time-honored classic.

I know you're just giving an example.
 

Doesn't sound like most CRPG's I've played, at least since, I dunno Daggerfall maybe. Most NPCs are attackable in most of the ones I've played. The old Elder Scrolls "murder-spree after getting caught stealing" is a time-honored classic.

I know you're just giving an example.
Yeah, its been a cycle. CRPGs used to be severely limited, but the open world games have really changed how much interaction one can take. Eventually, you realize where the limits still are, but CRPGs keep getting more advanced. When will it feel like its achieved TTRPG level? Hard to say, but I think A.I. will be key to keeping up with the players imagination.
 

A big part of the TTRPG experience is the back and forth of narrative description and action between player and GM. So, you;d need likely A.I. to interact with you. For example, in a typical CRPG if you wanted to punch the shopkeeper in the face, your avatar would swing wildly at the NPC but never connect and the shopkeep wouldn't act any differently.
Would you call that personal interaction? Or is it more about narrative freedom? (Or both?) As mentioned, Elder Scrolls takes a stab at both of these:
  • Personal interaction: NPCs typically have several lines of dialogue - they actually have something to say. They also have routines, interactions with other NPCs, and unbidden commentary.
  • Narrative freedom: go ahead and punch that shopkeeper in the face.
Skyrim has a very cozy feel to it for me. It's possible that because it is SO immersive, that it just leaves the dinner table too far behind. It also suffers from the lack of multiplayer (in this regard). I'd like to hear if Elder Scrolls Online (ESO) players get the DRPG feel from that game.

I played ESO for a month or so. Like other MMOs, it often seems like pure chaos. Dozens of flashy characters (and their mounts/pets) are constantly running around. If you want to talk to one, that person has run off before you've even finished typing your chat. But they're more than happy to spam all/server chat with stuff you'd never hear at the dinner table.

I'm reminded of Salt and Sanctuary. It's pretty intense, due to the Souls-like combat system. But it feels a touch more friendly (intended) because: other characters (divorced from their players) will run through a shrine while you're worshipping, other players can drop notes anywhere on the map for you to find and read, and when they (sadly) die, you can watch their final, ghostly moments by destroying their death monuments.
 

Would you call that personal interaction? Or is it more about narrative freedom? (Or both?) As mentioned, Elder Scrolls takes a stab at both of these:
  • Personal interaction: NPCs typically have several lines of dialogue - they actually have something to say. They also have routines, interactions with other NPCs, and unbidden commentary.
  • Narrative freedom: go ahead and punch that shopkeeper in the face.
Skyrim has a very cozy feel to it for me. It's possible that because it is SO immersive, that it just leaves the dinner table too far behind. It also suffers from the lack of multiplayer (in this regard). I'd like to hear if Elder Scrolls Online (ESO) players get the DRPG feel from that game.

I played ESO for a month or so. Like other MMOs, it often seems like pure chaos. Dozens of flashy characters (and their mounts/pets) are constantly running around. If you want to talk to one, that person has run off before you've even finished typing your chat. But they're more than happy to spam all/server chat with stuff you'd never hear at the dinner table.

I'm reminded of Salt and Sanctuary. It's pretty intense, due to the Souls-like combat system. But it feels a touch more friendly (intended) because: other characters (divorced from their players) will run through a shrine while you're worshipping, other players can drop notes anywhere on the map for you to find and read, and when they (sadly) die, you can watch their final, ghostly moments by destroying their death monuments.
Im getting a little confused by the topic I suppose. By dinner table do you mean interaction amongst people? So, like a multiplayer CRPG that gives a TTRPG experience? Not a solo CRPG that plays like a TTRPG session? Because we already have some pretty interactive VTTs with dynamic effects and animation. Though, are you thinking all the players are players and the game runs as a GM for them?
 

Im getting a little confused by the topic I suppose. By dinner table do you mean interaction amongst people? So, like a multiplayer CRPG that gives a TTRPG experience? Not a solo CRPG that plays like a TTRPG session? Because we already have some pretty interactive VTTs with dynamic effects and animation. Though, are you thinking all the players are players and the game runs as a GM for them?
Don't overthink it. What, if anything, reminds you of a DRPG when you're playing a CRPG? Emotionally.
 




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