Lurker King
Self-Ejected
- Joined
- Jan 21, 2015
- Messages
- 1,865,419
i'm going with the theory that the ideal rpg would be defined by a sum of features. you take the open world which worked well for arcanum, morrowind, daggerfall, bg2 to some extent, fallout... combine it with the theory that a character or a party in an rpg is supposed to be free to travel if the setting doesn't imply him being locked away in some dungeon and you're done with one of the features. rinse and repeat for all other pertinent features and you don't get skyrim because some of them might be hand placed npcs, monsters, items, wide ranges of c&c and sensible dialogues but you do get the open world of skyrim as one of the features. see, i don't think any of them is intrinsically bad, they just don't get implemented thoughtfully and probably there's also a money factor but that shouldn't be a problem for a definition.
But you are just selecting the things you like in the games you classified as cRPG. Suppose some popamole disagree with you. He only plays Diablos or Diablo clones. For this guy, the perfect cRPG is the perfect improvement of Diablo. Now what? How are you gonna argue with this guy that his preference sucks without debating about the nature of cRPGs? You would argue about the importance of exploration and skill checks, but he doesn’t give a damn, because he doesn’t need these elements to play Diablo. Calling him an idiot won’t help either, because he will just insult you back. The only rational way to sustain your point, is to argue that these different features are important for a cRPG, given that cRPGs, by their very nature, are such and such [Insert definition here].
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