ITT people who think C&C is different quest endings.
If that is not one way of doing choices and consequences, I don't know what it is.ITT people who think C&C is different quest endings.
True C&C is when the results of your choices affect the gameplay and have a noticeable influence in the game world.
Different endings is not what RPG C&C is about. Because the "consequence" part, is not part of gameplay, but exposition.
For example, in Witcher 2, a game i hardly would call RPG btw, you can pick if you want to help the blue stripes human nazi guy or the elven nazi guy. Act 2 changes depend on your choice. THAT is C&C. Watching a different slide at the end is not real C&C. In Witcher 3, your choices for the Baron quest affect the game world and if the baron stays or leaves, in addition to the end slide exposition, so it is also true C&C.
Of course true C&C is extremely hard and costly so we rarely get to see it in any significant way in CRPGs.
Of course they do. But when it comes to cRPGs majority of such choices should be based on, influenced and limited by character abilities or lack of them - usually in the form of stats.Consider that previous choices also constrain future choices, and so character defining choices also "dictate and limit what can be done inside the gameplay and narrative."
You talk about stats that directly influence choices. That's great. Consider that previous choices also constrain future choices, and so character defining choices also "dictate and limit what can be done inside the gameplay and narrative."
If any game does this, it's The Witcher. Also AoD is very good at this. (But then again AoD also constrains possibilities with stats. But at the same time there's been an outcry as to this double constraint of stats and personnality choices limiting possibilities so much that there's only one "choice" left. So it's very hard to do both which would require insane branching.)
You should post more often.You talk about stats that directly influence choices. That's great. Consider that previous choices also constrain future choices, and so character defining choices also "dictate and limit what can be done inside the gameplay and narrative."
If any game does this, it's The Witcher. Also AoD is very good at this. (But then again AoD also constrains possibilities with stats. But at the same time there's been an outcry as to this double constraint of stats and personnality choices limiting possibilities so much that there's only one "choice" left. So it's very hard to do both which would require insane branching.)
Character-defining choices are those that constitute our character's role in the game world. The way they do this depends on the kind of character system: it could be a traditional system in which an abstraction like point purchase or class selection/changing is used to build your character, or a learn-by-doing system in which your concrete in-game choices build your character. In the latter case it is possible to eliminate the distinction between character-defining and in-game choices, as they are - or can be - one and the same. In the former system, however, there is a sharp distinction between what you do in-game, and what happens at the character screen, thus character-defining choices become choices relating to stats and party composition.
In the context of such a system - and this the kind that both Witcher and AoD use - the only choices in-game that are character-dependent are those that are contingent on the build of your character, not on some other in-game choice (such as a previous dialogue choice or quest resolution), unless that in-game choice itself was dependent on character build. In my view, this makes AoD more of an RPG than Witcher, because an RPG is a game where your character's role prefigures what you can and cannot do, not the player's moment-to-moment actions. As I said, only a learn-by-doing system allows the latter to become constitutive of roleplaying by collapsing it into the former(in-game acts become the method of character building), but Witcher does not use a system of this sort but instead uses a point-purchase system which has next to no effect on the available campaign branching(apart from the cosmetic Axii options mentioned above).
Also, a distinction that might be worth keeping in mind is that CnC does not have to be only about dialogues, but can also be about concrete gameplay possibilities. To me, the best CnC game is New Vegas, and the reason I prefer it to AoD is that a good deal of the choices in it are not merely dialogue options or skill checks, but concrete gameplay possibilities that are limited by your character build, like sneaking, pickpocketing, lockpicking, etc. NV also strikes the sweet spot between the rigidity of AoD and the character-independent flexibility of Witcher.
You should post more often.
Good post but isnt it just the old character skill trumps player skill mantra? The Definition still eludes us...
RPGs are games in which specific character abilities limit the player to affect the gameplay world, in ways player cannot directly override but is able to evolve and shape strategically.
Done. In the simplest one sentence form.
You can sort the words bit differently but without limits that character abilities impose that the player evolves and shapes strategically, there is no RPG. Everything else is built on top of this fundamental feature.
If there is no such limits then there is nothing to customize. And if you want to have limits between different options that means you have to create enough content to be so limited by character abilities.
Whether these limits that actually create different tangible options and consequences are applied and exactly how they are applied to combat, exploration and the story is secondary consideration, depending on actual style of the game design and quality of production. Whether they are done through skills, xp points and levels, learn by doing, classes or whatever else are just design tertiary differences.
RPGs are games in which specific character abilities limit the player to affect the gameplay world, in ways player cannot directly override but is able to evolve and shape strategically.
Whether these limits that actually create different tangible options and consequences are applied and exactly how they are applied to combat, exploration and the story is secondary consideration, depending on actual style of the game design and quality of production. Whether they are done through skills, xp points and levels, learn by doing, classes or whatever else are just design tertiary differences.