Damn son, your game masters suck.
Are cRPGs actually good?
Well, most cRPGs are not very well written, are they?@Ismaul
Damn son, your game masters suck.
Why? Are most game master commonly on the level of professional writers?
Problem to me is, the formula of cRPGs has always been good. Micromanaging stats and loot and the control and chance for exploiting the limitations you're given has always what made rpg's fun. It's the D&D tabletop roots that has always been at fault. Apart from my a couple of my favorite games like JA2 and Fallout 2, few games managed to successfully break away from Tolkien fantasy lands and dragons and dungeons and wizards. As a grown ass man, I want something else, more unique, contemporary to waste hours playing.I ask this question because it seems that many of them that I have played can't quite capture the essence of tabletop roleplaying. It is hard to find a truly open world cRPG with the depth of their predecessors. There are cRPGs with good mechanics, sure, but many are quite linear, with a thin veneer of freedom. Should we rate these games based on their own merits, or how they compare to their older cousins, pen and paper roleplaying games?
If what you're after is player-skill focused gameplay (often referred to as "twitch-skill" gameplay), then an RPG isn't what you wanna play. A key aspect of what makes an RPG and RPG is removing the player's direct interaction with the game-world in favor of bringing the stat-based representation of the player-controlled character's skills/knowledge base/etc. within the context of the game-world to the forefront of gameplay with the player's contribution being focused solely on how to direct the character to use those skills, etc.... with the fun coming in the form of finding creative ways to minimize the effect of the character's statistical weaknesses while at the same time playing to their statistical strengths, etc.To enforce the role playing aspect of these games, that is to force the player to choose and stick to some role, cRPGs use stats and numbers a lot. But in my opinion, this often leads to stale, boring gameplay, where the numbers are more relevant than player skill and active involvement.
Theoretically P&P RPGs are superior, until you start playing them with other people and realize their main flaw
PEOPLE ARE STUPID
Before you understand the codex and to be understood by the codex, I suggest you play to completion Fate: Gates of Dawn.
Then 100% run Oblivion.
I, on the other hand, am eagerly waiting for the perfect RPG that finally manages to get rid of all this abstracted crap where your character fights dragons or something, and instead properly simulate the act of a bunch of people sitting around a table, eating snacks and throwing dice. After all, that's what cRPGs should aspire to be.I'm kind of hoping that CRPG designers cotton on to the fact that video games can never be D&D campaigns and react by kicking out all the emergent crap and voiced inter-party conversation, then replace that with a mixture of puzzles which only have one solution and unfair fights against enemies who have skills your characters can't access. Please, play to your strengths
fix'dTheoretically professional cRPGs by professional designers are superior, until you start playing them alone and realize their main flaw
COMPUTERS HAVE NO INTELLIGENCE AT ALL (also designers are stupid)
Before you understand the codex and to be understood by the codex, I suggest you play to completion Fate: Gates of Dawn.
Then 100% run Oblivion.
What's so special about Fate and especially Oblivion?
Well, most cRPGs are not very well written, are they?@Ismaul
Damn son, your game masters suck.
Why? Are most game master commonly on the level of professional writers?
Not only the dialogue text itself, but most quests are bullshit too, lacking in coherence and believability. They aren't very hard to replicate. I usually do better in improvised games.
For example, my current sci-fi campaign is one of infiltration, bluff and negotiation, no combat at all, all tense dialogue, that challenge the characters' identity and beliefs. We get some nice drama and twists, and even though it's all improvised, and the players have an amount of freedom to the point where they decide true things about the story / background / mystery they're investigating, I can string it all into a coherent whole as if it was planned all along.
I don't expect all game masters to do that (that shit is hard), but they can do better than fetch quests. Unlike most cRPGs, they can have dungeons where the critters interact and have a reason to be there together, and a way of living that reflects that. They can have NPCs make believable reactions to players' actions, and that is much more important to "good writing" than sophisticated vocabulary.