Neanderthal
Arcane
Whenever you hear of a feature being booted, or a game being streamlined in some way you often hear the same excuse: This wasn't part of our core gameplay. But what exactly is core gameplay for an RPG? I mean i've played from pen and paper to computer for the past thirty some years, i've still no fucking idea, in fact I thought there was no such thing. If your idea's presented well enough, integrated and provides fun then almost anything will fit in a game.
Playing Arcanum recently I was amazed at what I was missing, thieving quests, skill quests, companion quests, and all kinds of content that were there for a specific build. I mean I know that I had enough on my plate, and I fucking enjoyed my playthrough, but I was intrigued by all that I couldn't access. Was this core to the game, I don't think so, I think it was all fairly much optional and yet they implemented so fucking much of it. Hell I could have missed the last part of the game, and the core content contained there, if i'd tried it on with one NPC. No thoughts about what was core to the game, more about what they could squeeze into it, how much reactivity and cool shit they could give you to find.
I suppose if you go back to the beginning and Chainmail, then core content is combat and fuck all else, but Gygax and Arneson were already moving away from that, they wanted something more and designed as such. Now though whether it's pen and paper or computer, scope has increased, and when a designer says that this is not part of our core experience, then i've got to wonder what is their core experience?
Now there's nothing wrong with a good straight combat game, I love me some Severance: Blade of Darkness or the original (and best) Diablo, and this is the oldest kind of RPG but do we just want that? Personally I want that and more, I want games that play like Arcanum with a shit load of content, a shit load of reactivity and a shit load of stuff that I can miss or be completely oblivious to. I mean a well told linear story is good and all, Legacy of Kain proves this, and you're interacting with it on a basic level, but i'd love some more gameplay, interaction and reactivity in there, and I don't think that it'd harm the franchise at all or any other story heavy game.
Seems to me that asking what is the core experience of a CRPG is the same as asking what is an RPG? And I think we all know there's no real definitive answer there. Anyway what's your thoughts, am I overthinking this or is this old hat to the Codex, all discussed years ago, interested to hear your opinions.
Playing Arcanum recently I was amazed at what I was missing, thieving quests, skill quests, companion quests, and all kinds of content that were there for a specific build. I mean I know that I had enough on my plate, and I fucking enjoyed my playthrough, but I was intrigued by all that I couldn't access. Was this core to the game, I don't think so, I think it was all fairly much optional and yet they implemented so fucking much of it. Hell I could have missed the last part of the game, and the core content contained there, if i'd tried it on with one NPC. No thoughts about what was core to the game, more about what they could squeeze into it, how much reactivity and cool shit they could give you to find.
I suppose if you go back to the beginning and Chainmail, then core content is combat and fuck all else, but Gygax and Arneson were already moving away from that, they wanted something more and designed as such. Now though whether it's pen and paper or computer, scope has increased, and when a designer says that this is not part of our core experience, then i've got to wonder what is their core experience?
Now there's nothing wrong with a good straight combat game, I love me some Severance: Blade of Darkness or the original (and best) Diablo, and this is the oldest kind of RPG but do we just want that? Personally I want that and more, I want games that play like Arcanum with a shit load of content, a shit load of reactivity and a shit load of stuff that I can miss or be completely oblivious to. I mean a well told linear story is good and all, Legacy of Kain proves this, and you're interacting with it on a basic level, but i'd love some more gameplay, interaction and reactivity in there, and I don't think that it'd harm the franchise at all or any other story heavy game.
Seems to me that asking what is the core experience of a CRPG is the same as asking what is an RPG? And I think we all know there's no real definitive answer there. Anyway what's your thoughts, am I overthinking this or is this old hat to the Codex, all discussed years ago, interested to hear your opinions.