rusty_shackleford
Arcane
- Joined
- Jan 14, 2018
- Messages
- 50,754
Vendortron.sometimes they're incredibly flimsy.
Vendortron.sometimes they're incredibly flimsy.
Vendortron.sometimes they're incredibly flimsy.
Meh. Buying goods and services are also in most RPGs. So why can't I sell my mad dentist skillz? How dare they not support my dentist lifestyle. The systems are already there, they just need a little extra development to give me what I want even though it was never, ever an intended part of the game. They're so lazy!Combat is one of the actions allowed in most RPGs. There are some RPGs that decide "Yeah you can fight those who are hostile to you, but you can't initiate hostilities against these select characters for reasons." Sometimes the reasons are completely justifiable, sometimes they're incredibly flimsy.
This was my biggest gripe about NWN2's OC. Even if you are playing a Lawful Stupid Aasimar Paladin, you can't smite the everloving frakk out of Bishop the second you saved Shandra. That is some grade A bullshit right there.Being able to kill every NPC is a good idea because not everyone has the same morality. For example, if I am roleplaying a lawful good paladin I will seek out and cleanse evil wherever I find it. Not being able to kill an evil NPC -- or even worse, being forced to work with an evil NPC -- would be antithetical to my character's nature.
Being capable of doing something doesn't mean you must or even that you want to do something. Choosing not to do something is as equally as important as choosing to do it, but when there is no choice it is no longer an aspect of your character but something forced upon you by the developers.
As BLOBERT so eloquently put it back in 2011Here we go again. I'm mad at every RPG that doesn't add a dentistry minigame just because the designers were too "lazy" to support it.
A BRO SHGOULD BE ABLE TO KILL OR TALK TO ANY MOTHERFUCKER
THE WORLD SHOULD SEEM LIKE A REAL WORLD BROS THEY COULD DOP THIS SHIT IN THE 80S
Combat is one of the actions allowed in most RPGs. There are some RPGs that decide "Yeah you can fight those who are hostile to you, but you can't initiate hostilities against these select characters for reasons." Sometimes the reasons are completely justifiable, sometimes they're incredibly flimsy.
https://witcher.fandom.com/wiki/Won't_Hurt_a_BitMeh. Buying goods and services are also in most RPGs. So why can't I sell my mad dentist skillz? How dare they not support my dentist lifestyle. The systems are already there, they just need a little extra development to give me what I want even though it was never, ever an intended part of the game. They're so lazy!
You're arguing from the POV where combat isn't the basis of RPGs therefore your entire argument is wrong.As BLOBERT so eloquently put it back in 2011Here we go again. I'm mad at every RPG that doesn't add a dentistry minigame just because the designers were too "lazy" to support it.
A BRO SHGOULD BE ABLE TO KILL OR TALK TO ANY MOTHERFUCKER
THE WORLD SHOULD SEEM LIKE A REAL WORLD BROS THEY COULD DOP THIS SHIT IN THE 80S
Combat is one of the actions allowed in most RPGs. There are some RPGs that decide "Yeah you can fight those who are hostile to you, but you can't initiate hostilities against these select characters for reasons." Sometimes the reasons are completely justifiable, sometimes they're incredibly flimsy.
The world doesn’t seem real due to these factors. Otherwise it loses this realness by being unable to jump, or burn down a house, or whatever else completely arbitrary restriction you want to claim is a fundamental limit on player freedom that destroys verisimilitude.
Like I wrote about Bloodlines, a game sells immersion by being consistent with its fiction contract and adhering strictly to a coherent setting that abides by the rules it tells you are fundamental - if its themes and gameplay are otherwise compelling.
Your belief that one rule is universal to establish verisimilitude is childish, but moreover you can’t explain why it is fundamental as opposed to whatever else might restrict player freedom, which means it is also arbitrary.
If I can steal - why can’t I steal a merchant’s entire inventory?
If I can cast fireballs - why don’t they destroy terrain?
And so on and so forth. It is the Larian or Bethesda definition of “believability”, a kind of hopeless pursuit of 360 degree interaction. And it is meaningless, because it is unachievable and the development cost is quite high compared to the dubious benefits. Ironically, it often leads to a collapse of verisimilitude as the systems that are supposed to approach “realism” has the uncanny valley effect of approaching them so nearly that their unrealness is glaring. Another reason why that school of fiction design is such a waste of time.
If your design benefits a lot from having killable NPCs like New Vegas does, then it’s a good idea to design your game around that. But arguing for that rule as a baseline virtue of any RPG belies a misunderstanding of what creates verisimilitude in the first place, is arbitrary because there is no principal reason for it being chosen as a rule over other things, and thus ultimately logically leads to an unreachable ideal of 360 degree realism for game design.
You're arguing from the POV where combat isn't the basis of RPGs therefore your entire argument is wrong.As BLOBERT so eloquently put it back in 2011Here we go again. I'm mad at every RPG that doesn't add a dentistry minigame just because the designers were too "lazy" to support it.
A BRO SHGOULD BE ABLE TO KILL OR TALK TO ANY MOTHERFUCKER
THE WORLD SHOULD SEEM LIKE A REAL WORLD BROS THEY COULD DOP THIS SHIT IN THE 80S
Combat is one of the actions allowed in most RPGs. There are some RPGs that decide "Yeah you can fight those who are hostile to you, but you can't initiate hostilities against these select characters for reasons." Sometimes the reasons are completely justifiable, sometimes they're incredibly flimsy.
The world doesn’t seem real due to these factors. Otherwise it loses this realness by being unable to jump, or burn down a house, or whatever else completely arbitrary restriction you want to claim is a fundamental limit on player freedom that destroys verisimilitude.
Like I wrote about Bloodlines, a game sells immersion by being consistent with its fiction contract and adhering strictly to a coherent setting that abides by the rules it tells you are fundamental - if its themes and gameplay are otherwise compelling.
Your belief that one rule is universal to establish verisimilitude is childish, but moreover you can’t explain why it is fundamental as opposed to whatever else might restrict player freedom, which means it is also arbitrary.
If I can steal - why can’t I steal a merchant’s entire inventory?
If I can cast fireballs - why don’t they destroy terrain?
And so on and so forth. It is the Larian or Bethesda definition of “believability”, a kind of hopeless pursuit of 360 degree interaction. And it is meaningless, because it is unachievable and the development cost is quite high compared to the dubious benefits. Ironically, it often leads to a collapse of verisimilitude as the systems that are supposed to approach “realism” has the uncanny valley effect of approaching them so nearly that their unrealness is glaring. Another reason why that school of fiction design is such a waste of time.
If your design benefits a lot from having killable NPCs like New Vegas does, then it’s a good idea to design your game around that. But arguing for that rule as a baseline virtue of any RPG belies a misunderstanding of what creates verisimilitude in the first place, is arbitrary because there is no principal reason for it being chosen as a rule over other things, and thus ultimately logically leads to an unreachable ideal of 360 degree realism for game design.
Destructible terrains and stealing a merchant's inventory aren't the basis of an RPG, killing things is.
the core mechanics of an RPG are character customization, character advancement, and killing things.No, I'm not. I fully suspected the argument that Roguey's rule only applies to the core mechanics of an RPG - that is, "no no, we're only arguing that this player freedom must exist in terms of the mechanics that are in the game."
Hence why I used the example of stealing a merchant's entire inventory if there's thievery in the game, or destroying terrain with fireballs.
And it's not like these examples are hard to come up with, you can produce them endlessly, even within the confines of established game mechanics.
Also inability to steal the entire inventory is an odd argument, some RPGs allows tha
And you should be able to customize your character to be anything, especially a dentist. That's your logic, not mine.the core mechanics of an RPG are character customization, character advancement, and killing things.
So, yes, you should be able to kill everything.
If that's your background, sure.And you should be able to customize your character to be anything, especially a dentist. That's your logic, not mine.the core mechanics of an RPG are character customization, character advancement, and killing things.
So, yes, you should be able to kill everything.
But it is a core choice in an RPG?Don't you see the absurdity your argument is leading you to? To sustain it, you must argue that "who not to kill" is a more core and interesting, character-defining choice than whatever else a designer might dream up in their vision. That's such a limiting and strange approach to entertainment
Are we talking about killing bad guys? Or killing anything under the sun because we don't like its haircut?But it is a core choice in an RPG?Don't you see the absurdity your argument is leading you to? To sustain it, you must argue that "who not to kill" is a more core and interesting, character-defining choice than whatever else a designer might dream up in their vision. That's such a limiting and strange approach to entertainment
Choosing not to kill the bad guy is just as important of a choice as killing the bad guy.
Who the "bad guy" is depends entirely on your character's POV.Are we talking about killing bad guys? Or killing anything under the sun because we don't like its haircut?But it is a core choice in an RPG?Don't you see the absurdity your argument is leading you to? To sustain it, you must argue that "who not to kill" is a more core and interesting, character-defining choice than whatever else a designer might dream up in their vision. That's such a limiting and strange approach to entertainment
Choosing not to kill the bad guy is just as important of a choice as killing the bad guy.
But it is a core choice in an RPG?Don't you see the absurdity your argument is leading you to? To sustain it, you must argue that "who not to kill" is a more core and interesting, character-defining choice than whatever else a designer might dream up in their vision. That's such a limiting and strange approach to entertainment
It's not "kill all", it's "kill each"But it is a core choice in an RPG?Don't you see the absurdity your argument is leading you to? To sustain it, you must argue that "who not to kill" is a more core and interesting, character-defining choice than whatever else a designer might dream up in their vision. That's such a limiting and strange approach to entertainment
No, but neither is the choice of whether to kill all npcs or not
No. CRPGs pretty much always define very clearly who the bad guys are.Who the "bad guy" is depends entirely on your character's POV.
This is basically the definition of games like Outerworlds, except it's ok because the people we're killing are bad because they do capitalism. Haw haw I beat up the [gender/race/ideology] I want to torture in real life because the designers made them a strawman!but murdering folks who remind him of his real world prejudices for laffs. Haw haw I beat up that [gender/race/ideology] I want to torture in real life.
The argument is that what my character thinks is good and what your character thinks is good and what the designer thinks is good will rarely, if ever, mesh.Who cares about all these side discussion about what is murder and what is not. The relevant thing here is whether the implementation of the player's ability to murder every NPC is crucial to a good RPG experience or not - or at least, whether its implementation is universally worth the development effort no matter what cRPG you are making.
To that point, I have yet to see a single argument in favor of this being the case. The sole argument relies on it being a necessity for verisimiltude or the enshrinement of player choice, and both arguments seem fragile at best.
Players should be able to play an RPG the way they want, and they don’t need my moral judgments getting in the way of how they have fun. I also am not a fan of pre-determined attitudes and alignments for players-my hope is that at the end of the game, they’ve answered the question, “What kind of character am I really, and how did that depart from what I thought I would be?” I always considered Torment a sort of role-player’s experiment, where each incarnation of the Nameless One had the potential to be a different personality and a different type of gamer, depending on the choices he made in the game world. It’s echoed a bit in Alpha Protocol at the end of game with Leland, where he asks if you became the person you set out to be when you joined the agency, and it’s something I like to keep asking players when possible because moments of self-reflection never hurt.
No, you couldn't.And like I said, you could argue for the implementation of many systems of that account.
RPGs are not storybooks, they are not racing games, they are not dating simulators.As combat is the de facto tool of argument resolution and problem solving in RPGs it therefore is the most sensible solution to allow players to kill NPCs they don't like.
Must be nice to always side with the designers 100% of the time and never think they made a horrible decision in favoring a terrible character.My entire point since we began this discussion was that given how little you actually use the system and how little value it brings, it is an odd system for so many Codexers to choose as one of the fundamental tenets that must be in all RPGs.
Not even close.Yes I promise you it is true. TOW is that bad.