Weaknessess of Computer RPGs


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IMHO, computer-based RPGs beat D&D big time with the spell point/mana system.

I dont' know whether it "beats" D&D, but I really like Diablo's gem/rune enhancements for magic items.

CRPG's for the most part lack the flexibility of D&D. For as powerful as the engines for games like Neverwinter Nights may be, they still lack the ability to import a warlock, for example, without major revision.
 

Well, for me, the reason that Computer RPGs will never eclipse traditional RPGs is there is nothing like having friends coming together. Seriously, even video conferencing is no comparison to having a bunch of your closest buddies sitting around a table.
 

The advantage D&D has is that it is all up to you as a player or DM. If you have a good DM, you have endless options, which is not always the case with a PC RPG or MMO. Also there does not have to be so much repetitive action. In an MMO, for example, if you really want that cool sword you have to raid with 40 other people who all want that sword, over and over, until it is your turn. Oh, and if you don't have 40 friends that can play all at the same time, good luck getting that weapon.

As far as computer games go, I think the best advantage is time. You don't need to round up a group, prepare a module, etc., you just log on and play. You can play at 3 in the morning on a Tuesday whereas your friends might not enjoy the wakeup call to come over and play D&D.

-Shay
 

Hjorimir said:
Well, for me, the reason that Computer RPGs will never eclipse traditional RPGs is there is nothing like having friends coming together. Seriously, even video conferencing is no comparison to having a bunch of your closest buddies sitting around a table.
Definitely. There's a social aspect that can't be caught through a computer.
 

Even the best CRPGs will always come in second in my book... no computer game can EVER give the flexability that a tabletop game can give. The best computer RPG to date would have to be BG II and its expansion pack, which still lacks ture flexability.

The fact is that computer games and tabletop games are vastly different experience, and comparing them makes little sense.
 

Tabletop you control the game, even as a player you have much more input then the computer games. Also, the things you do in a table top game are more unique (bad english, ouch) then on the computer. THe computer games have thre same quests that everyone does, but in the table top game the quests are created and tailored toward the players.
 


Table-top RPG just has so many more options. No plot line set in concrete and less confines from the limits of computer games.

And most importantly, table-top RPGs has the community of friends getting together to swap stories, play the game together and have a great time. Sitting and playing in person instead of against computer AI and such is quite nice and often times refreshing.

Computer games have their place - they are always there, no need to schedule a group of people together. Just turn on the computer and away you go. Only have an hour to play? No problem when you are doing Computer RPGs, pause the game and come back later. But a good table-top game is hard to beat.
 

Very few, if any, computer RPGS can dynamically react to the players actions in a realistic way.

Biggest example of this is the "monsters exist in isolation" syndrome. You enter a dungeon complex, fight a few monsters, get hurt, leave, rest for hours (or even days!), then re-enter the dungeon and take up right were you left off. The monsters in the next room are still there, waiting.

In a table top game, the entire situation can change if you leave the dungeon and come back. As a DM, I've often had almost all of the bad guys in the base leave if they become aware of the PC's and the PC's take to long to come in. (Or they all come and attack. Depends on what the bad guys know of the PC's reputation, and the bad guys motives.)

It used to be something I just accepted, but after so many years of playing D&D, it just kills my interest in the CRPG's. I bought the Morrowwind game, which had rave reviews, and lost interest after the first little dungeon complex my character entered.


Another thing: In table top games you can go outside the script in ways that you simply cannot do with a computer RPG.
 

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