"Extremely few" may be the case, but it's never been in the ones in which I've played. The physical and dramatic nature of the games alone is not duplicable in a CRPG, and spontaneity is awfully hard to engineer into a CRPG until we have a team of real-time designers camping on MMORPGs who can change vast elements of the game quickly enough that players don't even notice the difference. Maybe the technology will get there. When it does, it'll be indistinguishable from magic in my book.Whizbang Dustyboots said:Yeah, and in practice, that limitless imagination shows up in extremely few tabletop games. Just reading what people say about their games at ENWorld drives that point home rather firmly.
Was there goose-stepping audible nearby?rycanada said:Wow, uh, godwin's law is totally holding here.
Whizbang Dustyboots said:So, when people say D&D is like a videogame, they really mean D&D is like a narrowly defined subset of platformer console games (and not any of the many platformers that actually allow multiple solutions to puzzles)?
Interesting. I see this as two different problems:Doug McCrae said:Non-crpging is, in some respects, a lot more limited. You're limited by what the other players want to do. If you want to do shady deals with the thieves guild and the other players all want to go dragon slaying then how free are you? You're limited by what the GM has prepared. You're limited by the GM's tastes.
Compare that to my favourite style of crpg. Games like Morrowind, Oblivion and World of Warcraft. You have a choice of dozens if not hundreds of quests. You can roam freely, make money, learn magic, be good, evil, lawful, chaotic, whatever you want.
Whizbang Dustyboots said:Yeah, and in practice, that limitless imagination shows up in extremely few tabletop games. Just reading what people say about their games at ENWorld drives that point home rather firmly.
I'm not giving short shrift to anybody, least of all video game designers, because I'm not comparing RPG designers and video game designers. I'm comparing DMs and microprocessors. The fact is, neither an RPG designer nor a video game designer is going to come to your house and sit with you while you play their game so they can modify things to your liking. The advantage that RPGs have is that the RPG designer's proxy is a living, thinking, sometimes-creative human being whereas the proxy for the video game designer is an inert piece of silicon. In theory, the human being should be more flexible and customizable than the inert silicon.molonel said:But see, good game designers exist in the video game world, too. I've seen some incredible work on the mods for NWN, and custom maps and adventures even for first person shooters.
You're giving short shrift to video game designers who can be every bit as creative and original as RPG designers.
Why do you keep reading this as me somehow "dissing" video games. I'm not. Acknowledging that video games are different than pen-n-paper RPGs and face different limitations is not an insult.What you seem to be forgetting, is that the human imagination is also responsible for video games.
I never once said that video game designers, video game players or the video games themselves are not creative. I'm not going to repeat myself, as I think I was pretty clear in my original post. I'll just say that any insult you may have read into the comments in my original post toward video games, video game designers or people who play video games were imaginery (and very, very creative) and I take no responsibility for your reaction.There are significant, tangible benefits and perks that a face-to-face game can offer that most video games do not.
But being creative is not one of those advantages.
ruleslawyer said:Perhaps I failed to state my point clearly. I'm not talking about scenario design, although I would argue that Ed Greenwood's vision of the Forgotten Realms far exceeds the narrative vision for Azeroth. [In that sense, it doesn't matter, since they use different media (the written word vs. images); I'd certainly say the graphics people for WoW, let alone something like Shadow of the Colossus, have it in spades over most fantasy artists.] I'm perfectly happy to agree that there are scenarios ("published modules") for all kinds of CRPGs that are marvels of plot and narrative design.
ruleslawyer said:However, that's not what I was talking about. I'm talking about adaptation to individual games and players moment by moment. I'm fully aware that there are people making real-time adjustments in some MMORPGs, but what I'm talking about is winging entire scenarios, tactics, behavior of existing and new NPCs, and spontaneous events on the fly. The nature of the medium dictates that CRPGs cannot do that. Creative and narrative flexibility is something that's possible in tabletop because there's active, instantaneous communication between DM and players. I'm sure there are less imaginative DMs out there who don't make the best use of their creative faculties and the flexibility of the medium, but by the same token, there are tons of ugly-ass videogames out there.
Ourph said:I'm not giving short shrift to anybody, least of all video game designers, because I'm not comparing RPG designers and video game designers. I'm comparing DMs and microprocessors. The fact is, neither an RPG designer nor a video game designer is going to come to your house and sit with you while you play their game so they can modify things to your liking. The advantage that RPGs have is that the RPG designer's proxy is a living, thinking, sometimes-creative human being whereas the proxy for the video game designer is an inert piece of silicon. In theory, the human being should be more flexible and customizable than the inert silicon. If you don't find that to be the case then I shudder to imagine what kind of human beings you are used to interacting with.Why do you keep reading this as me somehow "dissing" video games. I'm not. Acknowledging that video games are different than pen-n-paper RPGs and face different limitations is not an insult. I never once said that video game designers, video game players or the video games themselves are not creative. I'm not going to repeat myself, as I think I was pretty clear in my original post. I'll just say that any insult you may have read into the comments in my original post toward video games, video game designers or people who play video games were imaginery (and very, very creative) and I take no responsibility for your reaction.
Festivus said:Perhaps a poor example on my part, but I was saying the latter, that the players were the ones solving the problem and not the characters (via Int or Wis for example). The barbarian comes up with the answer to a math puzzle... just doesn't seem right to me.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.