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Mike Mearls Interview with the Escapist
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<blockquote data-quote="Rygar" data-source="post: 6369589" data-attributes="member: 6756765"><p>Actually, he's right.</p><p></p><p>Today's "CRPG's" are really just shooters or action-adventure with the RPG label slapped on them. All events in game are resolved by Player skill, the Character's ability has no impact on outcome. The character's stats perform no real function, the character's "Role" is irrelevant as it has no impact on the game, and there's no consequence to any actions. Sure, you could "Roleplay" in Skyrim, but the game doesn't notice and it is really just you pretending at your screen. Same thing in Mass Effect, the game treats all "Roles" the same. In games like Mass Effect where there's dialogue, your morality is irrelevant, you can flip-flop without consequence, and no matter what you say you always get the same outcome. Even if you kill a character, a new one is put in his place to issue his dialogue and quest. In Skyrim you don't even get that much interaction.</p><p></p><p>It is a huge difference from an RPG where your decisions matter, your Character is what decides outcomes, and the world reacts to your roleplaying. If someone sat down and tried to play an RPG from a CRPG style: They'd resolve combat by whether or not they could punch the DM, their alignment/morality would be "Whatever I need to be to get the quest reward", and they would expect that no matter what they do it wouldn't impact the game world.</p><p></p><p>So he's right, there's *a lot* to unlearn. Just the seperation of Character and Player in terms of resolving actions alone is wildly different today, primarily because the games that are labelled "CRPG" are actually some other genre because they don't implement the Character to simulate an RPG and they don't recognize roleplaying to simulate LARPS, they're not even trying to be anything out of the RPG genre.</p><p></p><p>Nevermind the whole problem of those video games using magic compasses and blinking objects so that the Player doesn't have to put any thought into the quest, just follow the arrow and click on the thing that blinks. Then you have Dragon Age 2, where the dialogue is so irrelevant that they put in a bunch of icons so you don't even have to read it, just click on the icon for "Nice" or "Mean" and don't worry about what the outcome might be.</p><p></p><p>At this point, for most video gamers, "CRPG" means Shooter or Action-Adventure where someone talks to me and things blink at me to tell me to click on them. There isn't even a common ground of stats, abilities, character derived outcomes, or consequence from action today.</p></blockquote><p></p>
[QUOTE="Rygar, post: 6369589, member: 6756765"] Actually, he's right. Today's "CRPG's" are really just shooters or action-adventure with the RPG label slapped on them. All events in game are resolved by Player skill, the Character's ability has no impact on outcome. The character's stats perform no real function, the character's "Role" is irrelevant as it has no impact on the game, and there's no consequence to any actions. Sure, you could "Roleplay" in Skyrim, but the game doesn't notice and it is really just you pretending at your screen. Same thing in Mass Effect, the game treats all "Roles" the same. In games like Mass Effect where there's dialogue, your morality is irrelevant, you can flip-flop without consequence, and no matter what you say you always get the same outcome. Even if you kill a character, a new one is put in his place to issue his dialogue and quest. In Skyrim you don't even get that much interaction. It is a huge difference from an RPG where your decisions matter, your Character is what decides outcomes, and the world reacts to your roleplaying. If someone sat down and tried to play an RPG from a CRPG style: They'd resolve combat by whether or not they could punch the DM, their alignment/morality would be "Whatever I need to be to get the quest reward", and they would expect that no matter what they do it wouldn't impact the game world. So he's right, there's *a lot* to unlearn. Just the seperation of Character and Player in terms of resolving actions alone is wildly different today, primarily because the games that are labelled "CRPG" are actually some other genre because they don't implement the Character to simulate an RPG and they don't recognize roleplaying to simulate LARPS, they're not even trying to be anything out of the RPG genre. Nevermind the whole problem of those video games using magic compasses and blinking objects so that the Player doesn't have to put any thought into the quest, just follow the arrow and click on the thing that blinks. Then you have Dragon Age 2, where the dialogue is so irrelevant that they put in a bunch of icons so you don't even have to read it, just click on the icon for "Nice" or "Mean" and don't worry about what the outcome might be. At this point, for most video gamers, "CRPG" means Shooter or Action-Adventure where someone talks to me and things blink at me to tell me to click on them. There isn't even a common ground of stats, abilities, character derived outcomes, or consequence from action today. [/QUOTE]
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