Sarvis said:
No, you just failed to say what you meant. What you _meant_ was "It would be pure gold if characters in an RPG would react to death in exactly the way I think they should, and no other.
I always thought RPGs were meant to have good writing, in depth character interaction and development, and a world that reacts to most events. Sue me for thinking that it would be pure gold if things were somewhat less simplistic and dumbed-down.
Sarvis said:
So characters should react to deaths, and be scarred for life... but not cry?
Characters should react to deaths, be scarred for life if its logical to the interaction existing between the dead character and the reacting one, and do not make a big fuss about how bad they feel, nor have the entire party patting their backs and giving them "Group Hugs" while the world is about being destroyed. Total indiference make the interaction shallow, just like over reacting.
Sarvis said:
Really? Why? Most of the time when someone dies, there's very little effect on the world at all.
Usually when you go for a walk through the forest you do not have to face the endless forces of the undead and their rusty swords. We are talking about games, and as such of things related to fiction and mythology, not the real world - look the mythologies of the world and see how much on those stories a single death can change the outcome of entire kingdoms.
And i never said how big the gameworld would be - You can have a RPG based on two feudal lords fighting over some neverlasting family feud and that would be the entire gameworld as far as the story is concerned: Two castles and the lands in between. So if one of your companions is the heir to one of the lords and he dies, at least half the gameworld would go through some noticeable changes. Most probably both halves.
Also, changes in the gameworld does not have to cover the entire gameworld: If there is a moderate change in some area then it already would be better than what we usually have, and those changes do not need to be epical in nature. If one of yours companions is from a small village and he dies, some of the villagers should be changed to reflect the aftermath of his death, and this does not imply great epic quests or people crying at the streets, but small quests of a more "personal" nature, and a far more deep interaction with the world around you, including insight on secondary characters and what not. Sometimes a single and small "tragedy" is enought for someone to reinforce or question his own worldview, and that shift would be interesting to see and explore, instead of just "Fuck, i need to recruit a new swordman ASAP."
That without even mentioning that when the solution of a important "puzzle" may be the death of one of your characters for things he was not in control or may not even know, a character that saved your butt many times and who had a deep well-written background and interactions, the "choices" stop being good or bad simplistic ones.
But maybe i am acustomed to other kind of stories that do not need of dragons and fairy princess to be interesting, and am able to see what could be interesting about a complex story backed with a deep web of relationships covering just a small area, and what the roleplaying posibilities of such design choices would be.
Sarvis said:
Ok, it wouldn't. But that doesn't mean that the story of FFVII was bad just because you can imagine something else. Nor does it mean that what you imagine would actually make for a good game.
The story of FFVII was bad because it was targeted to teenagers who had not a freakin' idea of what is a good story. Every single Final Fantasy suffered from that: A story that tries to be complex and dark, but falls short because it must be told through means of codes and symbols a run-of-the-mill young adolescent can understand at face value. No story can be good if so told, as is shown by Anne Rice every single time she publish something.
Lets not hijack this thread. We are here to bash Dragon Age in response to the newer... errr... news, not to discuss RPG development principles, and i can live without a reputation of compulsive thread hijacking.