Corbin Dallas Multipass
Learned
- Joined
- Aug 27, 2021
- Messages
- 698
The problem is that predefined "choices and consequences" get to be shallow pretty quick. I've been playing games for a long time, I've seen all these "choices" before. It's all so arbitrary.It's great to be a Choice&Concequences faggot above all. This should be the basis of all roleplay. Good rpg needs just a fleshed out setting that is able to react to player agency.
Been looking into GW2 MMO for quite some time, it's my belief that their attempts to make a dynamic world that changes itself after global events occur were - spot on for an rpg. Not for an MMO sadly, but for rpg most definitely.
The NPC factions within a map over at Guild Wars will have a scripted event to attempt to control parts of the map, a big meta event that will execute whether or not there are PCs on the map. Remove the repetition and static that is the MMO and you'd get a perfect recipe for cRPG worldbuilding. We desperately need this in cRPG, it's 2022. and there isn't a single game out there that tries to attempt GIVING LIFE TO THEIR WORLDS.
If I am heading towards a town ingame and the game lets me see different versions of that town every time I replay, based on how early/late I have arrived and how the warring factions within have rolled on their escalated conflict, it's going to do so much more to immersion and tickle every fag. Games like that are possible to make. There are still paths that we left unexplored, concepts that deserve attention and research. Ways to make it better.
One thing is certain. To stop having choice&consequence is to stop having RPGs.
Now, I'll agree that pen and paper RPGs thrive off of real choice and consequence far more than combat, which is kind of a slog. But that's the benefit of having a human running the show, depending on the quality of said human's ability to make interesting scenarios and react to your choices.