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Weaknessess of Computer RPGs
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<blockquote data-quote="Steel_Wind" data-source="post: 2595118" data-attributes="member: 20741"><p>I believe the principal strengths of a good CRPG are:</p><ul> <li data-xf-list-type="ul"> tremendous visual depth;</li> <li data-xf-list-type="ul"> strong characterizations;</li> <li data-xf-list-type="ul"> strong story based play;</li> <li data-xf-list-type="ul"> minimal rules interference;</li> <li data-xf-list-type="ul"> strong puzzle based play; and,</li> <li data-xf-list-type="ul"> convenience<br /> </li> </ul><p></p><p>The strengths of a face-to-face game are:</p><ul> <li data-xf-list-type="ul"> strong social aspect;</li> <li data-xf-list-type="ul"> flexibile story/plot on the fly;</li> <li data-xf-list-type="ul"> increased simulation possibilities;</li> <li data-xf-list-type="ul"> customized; and,</li> <li data-xf-list-type="ul"> flexible rules & goals</li> </ul><p></p><p>For those who pooh-pooh the story based and character strengths of a CRPG - I think KotOR offers the best of what the genre does the best.</p><p></p><p>NWN, while not as strong in its officical campaigns, offered endless replayability with community modules and the DM client - while no panacea, offered a real chance to those with the technical skille to run real RPGs online, albeit with an action emphasis.</p><p></p><p>While CRPG - by definition - will not have the camaraderie, social aspect and flexibility of a face-to-face game, they do accomplish certain aspects of the game better. To sell them short is being short-sighted. Moreover, as the hobbies progress, it is clear that CRPGs are where the broad based "big money" lies.</p></blockquote><p></p>
[QUOTE="Steel_Wind, post: 2595118, member: 20741"] I believe the principal strengths of a good CRPG are: [list] [*] tremendous visual depth; [*] strong characterizations; [*] strong story based play; [*] minimal rules interference; [*] strong puzzle based play; and, [*] convenience [/list] The strengths of a face-to-face game are: [list] [*] strong social aspect; [*] flexibile story/plot on the fly; [*] increased simulation possibilities; [*] customized; and, [*] flexible rules & goals [/list] For those who pooh-pooh the story based and character strengths of a CRPG - I think KotOR offers the best of what the genre does the best. NWN, while not as strong in its officical campaigns, offered endless replayability with community modules and the DM client - while no panacea, offered a real chance to those with the technical skille to run real RPGs online, albeit with an action emphasis. While CRPG - by definition - will not have the camaraderie, social aspect and flexibility of a face-to-face game, they do accomplish certain aspects of the game better. To sell them short is being short-sighted. Moreover, as the hobbies progress, it is clear that CRPGs are where the broad based "big money" lies. [/QUOTE]
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