Agreed. Without SOME system inplace, game mechanics become arbitrary. That was the problem with purely narrative based PnP RPGs (imho). After a point, without mechanics, PnP games just became a bunch of guys sitting around spinning yarns. CRPGs without mechanics would just become a series of Choose Your Own Cutscenes (not to say that's awful, look at Heavy Rain).
Essentially, abilities tie into that feeling of knowing what we can do. Can you sew, or can't you? But is it so quantifiable? I know I can't sew, but I'm not sure if my wife is a level 9 or 13 sewer. I just know she can fix my pants when I tear a hole in them. Where she stands in the grand hierarchy of tailors, I haven't a clue.
Dastardly said:
But there is something we process almost as intuitively--quantity. "I have more health" versus "I have less health." Believe it or not, that creates a more realistic sense of how your character feels than those dozens of meters and animations would. If someone asks you how you feel, you don't spend ten minutes assessing. You know immediately. The "HP bar" serves the same function. So, there's no way around having those stats. We need them to approximate the calculations our brains are doing constantly, but we need it in a format that is so simple there's no guessing needed..
So, to a certain extent, those mechanics are shorthand. Obviously, we don't feel what the character feels. But are there ways we can express things in a less intrusive, frankly clunky way? Shooters have that "red mist" that descends as the character gets weaker. As corny as that is, I find it more immersive. Mirror's Edge only had that, without any HP indication at all. I never wondered if my character was injured or not.
I suppose what I'm saying here is-- yes, seeing those stats serve a function, or we'd have got rid of them. But are there better ways of giving the same information?
Vern5 said:
However, it is true that you can effectively hide these system behind vagueness or the complete omission of numerical values. The system mechanics can still exist, however, the player must engage in tasks of trial-and-error in order to figure out what works best, which can be its own reward if the game handles this process well.
Or, in other words, Power Gamers will be Power Gamers? No doubt you're right. I definitely think that a feeling of "control" is key to RPGs, and figuring out the optimum builds and strategies adds to that feeling of control for many. You make choices, and are rewarded for them.
But are we really making these choices? Or are there only a few optimum builds, in which case the choice is really "have a good character" vs. "have a bad character"? There's a great Extra Credits on "The Illusion of Choice" that's worth a watch if you have time, but the gist of it is that if there's really only one optimum path, there's no real choice. So why not just autolevel, or pick between two or three specializations and have the rest autoleveling? I know, sacriledge! But if you (like me) look up recommended builds online, are we really doing anything different?
Or, back to my original point-- is the ability to tweak characters to be optimal an integral part of RPGs, or just a hold over from old PnP days?
Xaositect said:
Honestly though, I dont know why the shooter genre gets off so easily. There are never people questioning that particular genre, suggesting it needs to "evolve" (copy and paste content from other genres) because its "stagnant" (despite being the most stagnant genre of all, where what little innovation comes from competative multiplayer).
I think you're unfair to shooters. For every Call of Duty, there's more and more Half Lives and Bioshocks which DO have a storyline and a defined character. But they're not RPGs. Why? In all, you get better weaponry (abilities) as time goes on, and sometimes inventory choices. Personally, I'd say it's because the game is "on rails", and you have little choice about what happens next. Still, to be fair, Bioshock had alternate endings based on character actions, and if you felt a bit led by the nose...(won't spoil things, but it had narrative sense).
So why is Bioshock a shooter and Neverwinter Nights an RPG? Is it just the mechanics? Or is that secondary to the ability to explore the world?
RedEyesBlackGamer said:
Yep. Mechanics and gameplay elements have to define a genre. Or else everything would become muddled and unrecognizable.
But isn't that just a marketing issue? Not that that's a bad thing. We want to know what's in the package, and it helps when we're looking for a new game-- click on "RPG" on Steam and search for new releases. But beyond that, are we stifling the genre by insisting it stays like an electronic version of D&D? Eclectic has a great example here:
Eclectic Dreck said:
Take the original Mass Effect as an example. The player becomes a key agent of the Council, the Captain of a fantastic space fairing vessel and the leader of a crew that numbers in the dozens. As a person of importance and worth, why then is it his job to play the role of Quartermaster and Armorer? Why must he collect the items and determine their worthiness and modify them for use by a particular person? Why must he figure out a way to move the stock of unnecessary items and handle the acquisition of new ones? Why must he an agent of the Council, pay out of pocket for gear he needs to fulfill the Council's orders? The reason is incredibly simple: because D&D (and countless other games inspired by D&D) did precisely that.
To quote Oscar Wilde in an old Monty Python sketch, "I wish I had said that". I also like the alternate inventory system Dreck proposed.
Again, thanks all. Good reads all around. And I've never played Zelda, but you guys have my curiosity up now.
Finally, I suck at Pazaak.