Vault Dweller
Commissar, Red Star Studio
- Joined
- Jan 7, 2003
- Messages
- 28,035
<a href=http://www.mythicahq.com>Mithica HQ</a> posted this <a href=http://www.mythicahq.com/features/staff/2004/01/roleplaying.shtml>editorial thingy</a> aimed to prove that CRPGs have nothing to do with role-playing and hype Mythica the MMORPG that is obviously loaded with role-playing and stuff. Well, hype aside, the article does deal with some non-MMORPG related issues and offers plenty to discuss.
<blockquote>Computer RPGs (more often than not) do their best to create the illusion of openness. They give you places to go, problems to solve, and choices to make, but everything has constraints. Your dialogue is chosen from a list of responses, you can't solve the puzzle the way you'd really like to, even though it makes perfect sense, or it seems like you can go anywhere, but head the wrong direction and you're quickly overwhelmed by the opposition you were never intended to face just yet. When playing a cRPG, it is as if the GM's job is handled by the designers...they guess what you might try to do, but they aren't there to handle the other myriad possibilities, so you are forced to make choices within the narrow constraints they established when the game was created.
This is all well and good, but the manner in which you choose to portray your character will have precisely the same impact on the plot as yelling at the movie screen when that cute co-ed is trying to decide whether she should walk out to the woodshed alone at midnight in Freddy vs Jason XVII: The Really Final New Nightmare Continues. If roleplay has no impact on the game world (not just interactons with other characters, but the game itself) except in specifically pre-determined, pre-programmed ways, then it is merely a social activity (or perhaps a method to amuse/challenge onesself), and while it may enhance the atmosphere of the game, it isn't part of the game itself. The game may facilitate or give you a reason to roleplay, but is not truly a roleplaying game.</blockquote>
While it's true that choices and possibilities in CRPGs are always predefined by developers, and thus limited by default sometimes creating stupid situations (the wire fence in FO2 that your character can't cross to get the car part), there are games like Arcanum and Fallout that did a great job capturing that feeling of freedom to do almost anything you can think of.
<blockquote>Computer RPGs (more often than not) do their best to create the illusion of openness. They give you places to go, problems to solve, and choices to make, but everything has constraints. Your dialogue is chosen from a list of responses, you can't solve the puzzle the way you'd really like to, even though it makes perfect sense, or it seems like you can go anywhere, but head the wrong direction and you're quickly overwhelmed by the opposition you were never intended to face just yet. When playing a cRPG, it is as if the GM's job is handled by the designers...they guess what you might try to do, but they aren't there to handle the other myriad possibilities, so you are forced to make choices within the narrow constraints they established when the game was created.
This is all well and good, but the manner in which you choose to portray your character will have precisely the same impact on the plot as yelling at the movie screen when that cute co-ed is trying to decide whether she should walk out to the woodshed alone at midnight in Freddy vs Jason XVII: The Really Final New Nightmare Continues. If roleplay has no impact on the game world (not just interactons with other characters, but the game itself) except in specifically pre-determined, pre-programmed ways, then it is merely a social activity (or perhaps a method to amuse/challenge onesself), and while it may enhance the atmosphere of the game, it isn't part of the game itself. The game may facilitate or give you a reason to roleplay, but is not truly a roleplaying game.</blockquote>
While it's true that choices and possibilities in CRPGs are always predefined by developers, and thus limited by default sometimes creating stupid situations (the wire fence in FO2 that your character can't cross to get the car part), there are games like Arcanum and Fallout that did a great job capturing that feeling of freedom to do almost anything you can think of.