Anonymous
6/11/2025, 2:04:20 AM No.3779957
I know, overdiscussed ever presently, but I actually have something to say.
The problem with actuality in RPGs is ineffable.
You might play some vidy and think, wow this is immersive, but the game itself might not be an RPG.
A game might have mechanics, if validity is of course it should be reaching high or at least somewhat complex levels in mechanics.
Not to trying to shit on anyone, just an example of how some games are met halfway, like Witcher 3 for instance.
It is in practical reasoning an RPG, but sadly just actually an action game with *some* elements, not complex enough. Of course not making the argument complexity makes any real difference, no, but an RPG with highly focused, carved out mechanics will shine through the complexity of it, both aesthetically and very incidentally mechanically.
The main problem comes to choice. Say, in VTMB, the choices do matter. Arcanum, Planescape, Alpha Protocol, Morrowind, New Vegas, etc
A bad-good example is wolf among us. The telltale shtick is actions have consequences, but all you do is directly hand-held, taking you wherever the game wants instead of you deciding.
Again, with Witcher 3, you "explore" places, do quests, and improve character, but it really is just that, it's like DND but without freedom, just a map filled with random things and seperated main & side.
I think the gold standard is VTMB. It's an extremely good example for choices, communication----- BUT
Take fallout 4. The problem is you have to understand, take the output past with efficacy.
It's complete shit, sloppy as it comes, but because of some mechanics, it's an RPG.
Don't be afraid to define or decide on something non-verbally. I would understand if someone reacted to someone saying "comfy", that is kinda retarded, but again the problem goes back to ineffability of this crazy genre.
danke
The problem with actuality in RPGs is ineffable.
You might play some vidy and think, wow this is immersive, but the game itself might not be an RPG.
A game might have mechanics, if validity is of course it should be reaching high or at least somewhat complex levels in mechanics.
Not to trying to shit on anyone, just an example of how some games are met halfway, like Witcher 3 for instance.
It is in practical reasoning an RPG, but sadly just actually an action game with *some* elements, not complex enough. Of course not making the argument complexity makes any real difference, no, but an RPG with highly focused, carved out mechanics will shine through the complexity of it, both aesthetically and very incidentally mechanically.
The main problem comes to choice. Say, in VTMB, the choices do matter. Arcanum, Planescape, Alpha Protocol, Morrowind, New Vegas, etc
A bad-good example is wolf among us. The telltale shtick is actions have consequences, but all you do is directly hand-held, taking you wherever the game wants instead of you deciding.
Again, with Witcher 3, you "explore" places, do quests, and improve character, but it really is just that, it's like DND but without freedom, just a map filled with random things and seperated main & side.
I think the gold standard is VTMB. It's an extremely good example for choices, communication----- BUT
Take fallout 4. The problem is you have to understand, take the output past with efficacy.
It's complete shit, sloppy as it comes, but because of some mechanics, it's an RPG.
Don't be afraid to define or decide on something non-verbally. I would understand if someone reacted to someone saying "comfy", that is kinda retarded, but again the problem goes back to ineffability of this crazy genre.
danke
Replies: