luj1
You're all shills
Purity of vision is the most important
Based and redpilled.Codex is not a hivemind either way. There are plenty here obsessed with mechanics and systems, who think Pathfinder is the greatest thing since sliced bread and the feeling of walking along the coastline in Morrowind and soaking up the atmosphere is for fags.
Cringe and bluepilled.I'll admit immersion and world design is probably my biggest priority. If the immersion is amazing, and I feel like I'm exploring a cool place, I can forgive failings in other areas.
Who cares what the majority have as "beloved" or "great"? You are talking here about popularity. What does it matter what "crpg playesrs" accept as poor mechanics or not? They accepted Oblivion as a good game and love romances in CRPGs too. If You want to base your design "ideal" on catering to the majority, be my guest. But I think Your whole premise is based on a terrible fallacy. So yes if the ideal for your main design goal is to make game as popular or "beloved" as possible and make a lot of money - then you are 100% right. Sorry if i disagree that this is an "ideal" design goal at all though.One might think that gameplay would be the obvious choice, but in all fairness and honesty, the most beloved cRPGs on the Codex aren't the ones with great gameplay or even good, well-designed mechanics. If you take a look at the Codex Top Ten, there's maybe two games there that aren't consistently discussed in terms like "oh, yeah, the combat is awful and terrible, the dungeon design is comically bad, the character building is kind of broken, half of these skills/abilities/doohickeys are objectively useless and did you know that this complex roleplaying subsystem here is totally bugged out and doesn't even do anything? Oh man, but seriously, the game is so good!"
I'm just going to go out on a limb here and suggest that the ticket to being a great, beloved cRPG doesn't have that much to do with the mechanics, or at least their inherent quality and polish. Rather - and I don't really know which category it would fit - I think the most critical aspect is whether the gameworld is interesting or not. RPG fans will clearly tolerate utterly mediocre or straight-up bad game mechanics - at least to some extent - if the world the game would have them inhabit possesses the kind of charm and intrigue that exploring it is its own reward.
That doesn't mean that mechanics aren't important. Doubtlessly they are. What's more, even broken, humdrum mechanics can be applied to the task of making a world fun and engaging to explore and do things in. However, whereas in many other genres, good gameplay is sufficient to carry a game all on its own, I don't think that is the case in an RPG - good mechanics in an uninteresting world amount to nothing. Obviously having good mechanics is a plus, but the quality of the world is the foundation that everything else rests on.
Purity of vision is the most important
BG2 is all of this, IMO."character and plot driven" -- VTMB
"systems and gameplay driven" -- ToEE
" immersion and roleplay driven" -- Arcanum
BG2 is all of this, IMO."character and plot driven" -- VTMB
"systems and gameplay driven" -- ToEE
" immersion and roleplay driven" -- Arcanum