DraQ
Arcane
I've always liked FPP.Awor Szurkrarz said:To be honest, I never liked FPP cRPGs. I like the whole tabletop miniature game/boardgame emulation thing that is going on in games like Fallout.
Otherwise than that, I find the genre pretty pointless. I'd rather play a proper FPS than a FPP RPG.
The devs of old FPP crawlers were right when they first noticed the potential to create the illusion of being there offered by cRPGs. To create something truly awesome one must understand the strengths and weaknesses of his medium of choice and act accordingly.
cRPGs are not tabletop wargames, nor PnP RPGs, nor storytelling sessions. cRPG focusing on telling a predefined (even if branching) story will ultimately fall short of its potential even if it's truly a great and memorable experience. Same with cRPG using abstract, simplified mechanics in order to emulate PnP or tabletop experience.
Now imagine a game like FPS, except that you can just as well sneak, persuade, pick locks, pick pockets, avoid enemies using difficult to reach paths and so on. Imagine that your ability to do any of those is regulated by your character, for example building a crappy marksman will result in you being unable to hit your targets with any degree of certainty and that it will be presented in convincing manner - finding it difficult to keep sights aligned, fumbling with reloads, jerking your firearm while pulling the trigger, lack of recoil control etc.
Sneaking badly will result in making a lot of accidental noises which get noticed by enemies.
Failing in melee will result in clumsy blows easily blocked or avoided by enemies, inability to block effectively yourself and ease of getting thrown off-balance and so on.
Having low perception will result in some stuff in the world simply not displaying.
Etc.
A game where your character responds to direct input and generally fits you like a glove, except he replaces your senses and abilities with his.
To me this would be the ultimate cRPG.
And before anyone starts their "lolimmersundeclinenextgentard!!1" derp mantra, no this isn't the direction the industry is going in. The industry *loves* simple, abstract mechanics. It sticks all kinds of spectacular shit on top of this mechanics in order to pretend that the games it makes are realistic and interesting, but there is little connection between presentation and mechanics.
In current batch of "cRPGs" the character doesn't fit you like a glove. In those games you have incredibly simple and abstract mechanics covered up with cinematic animations, which results in stuff like character getting slashed across the throat and shrugging it off because he still has abstract HPs left. Besides, in those games you hardly have a character left - just a small clump of bonuses and shit that make you able to decrement abstract integers swarming you faster, resulting in more impressive cinematic animations.
Proper cRPG mechanics doesn't enable character to do better stuff according to skills picked by the player, proper cRPG mechanics is a mechanics of failure - it prevents character from doing stuff he doesn't have stats for with any degree of effectiveness.
</rant>