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The Dumbing Down of RPGs
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<blockquote data-quote="Jhaelen" data-source="post: 6354944" data-attributes="member: 46713"><p>Well, 1) is almost unavoidable in a CRPG. Even for Rogue-like games you can create a safety net by making backups of the game folder.</p><p>4) & 6) are indeed typical of most modern CRPG titles, especially the MMORPG types.</p><p>2), 3), and 5) are typical for the Elder Scroll series and the main reason why I don't like it: What's the point of complete freedom, if none of my actions have any impact? Why have a gigantic game world if every place is essentially the same (identical monster spawns, identical npc dialogues, etc.)? 3) is of course also a common feature of MMORPGs.</p><p>7) is something that reminds me most of Diablo 3. Compared to its predecessors, it's extremely streamlined to provide instant gratification and prevent 'wrong' choices (e.g. in character development). 1) and 4) - 6) also apply to Diablo 3. But then it's an action title and not a real rpg.</p><p></p><p>So which of these also apply to table-top rpgs?</p><p>I think most of them are under the control of the GM. </p><p>E.g. 1) - 5) are definitely untrue in our games. </p><p>6) is mostly true, because of player preference - basically, I'm the only one enjoying puzzles, so rather then boring the rest of the players while I'm figuring out a tricky puzzle, our GMs simply don't use them any more.</p><p>Regarding 7), this is the only point that is actually at least partly defined by the system, i.e. the value of items. Supply, however, is again within the purview of the GM.</p><p></p><p>So, if there is a trend that also applies to table-top rpgs, I'm not seeing it.</p></blockquote><p></p>
[QUOTE="Jhaelen, post: 6354944, member: 46713"] Well, 1) is almost unavoidable in a CRPG. Even for Rogue-like games you can create a safety net by making backups of the game folder. 4) & 6) are indeed typical of most modern CRPG titles, especially the MMORPG types. 2), 3), and 5) are typical for the Elder Scroll series and the main reason why I don't like it: What's the point of complete freedom, if none of my actions have any impact? Why have a gigantic game world if every place is essentially the same (identical monster spawns, identical npc dialogues, etc.)? 3) is of course also a common feature of MMORPGs. 7) is something that reminds me most of Diablo 3. Compared to its predecessors, it's extremely streamlined to provide instant gratification and prevent 'wrong' choices (e.g. in character development). 1) and 4) - 6) also apply to Diablo 3. But then it's an action title and not a real rpg. So which of these also apply to table-top rpgs? I think most of them are under the control of the GM. E.g. 1) - 5) are definitely untrue in our games. 6) is mostly true, because of player preference - basically, I'm the only one enjoying puzzles, so rather then boring the rest of the players while I'm figuring out a tricky puzzle, our GMs simply don't use them any more. Regarding 7), this is the only point that is actually at least partly defined by the system, i.e. the value of items. Supply, however, is again within the purview of the GM. So, if there is a trend that also applies to table-top rpgs, I'm not seeing it. [/QUOTE]
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