Lowlander wrote...
AndarianTD wrote...
There is role-playing that emphasizes things like exercising character and build options, but there is also role-playing that emphasizes immersion in a role in a well-developed story. It sounds like you prefer the first, while I tend to emphasize the second.
When you get down to you can call anything an RPG.
No, you can't. It means something to call a game a "role-playing" game, and just from the etymology it's clear that that has to involve the player assuming a role of some kind. Where RPGs can and do differ substantially is in the
kind and nature of the roles to play that they offer and emphasize.
Traditional CRPGs tended to emphasize mechanics and build based role-playing for a variety of reasons. Some of them were historical, relating to the origin of the genre in tabletop RPGs, and some of them were related to the development of the technology. When computer resources were more limited and primitive, it was much easier to develop and emphasize role-playing based on programmed mechanics than on plot and story variations (as I found out for example while trying an earlier version of my module-making experiment in FRUA). Now that the technology has developed to allow much more sophisticated development and use of the techniques of dramatic storytelling, complete with things like cinematic cut-scenes, extensive writing and voiced dialog, it shouldn't be a surprise to see a developing emphasis on that in some games.
But when it gets this watered down this much it is more a point and shoot action fantasy game with lots of cut scenes. Maybe they should eliminate the combat and just make CGI movies? Then the story doesn't need to be interrupted with button mashing... It was dumbed down to make it more at home on consoles.
The problem with what you're saying is that the very language you're choosing to describe the issue is laden with personal value judgements that do not necessarily apply to other players. When a CRPG developer goes in the direction of streamlining game and character RP mechanics in favor of making story-based RP development more rich and complex, that isn't "watering down" or "dumbing down" the genre. It's a
design decision made for the purpose of creating a specific kind of play experience that emphasizes dramatic and story-based role-playing over mechanics and build-oriented RP. The same goes for the decision to omit multiplayer functionality in favor of a design that excels at creating a single player experience.
Rather than "dumbing it down," I might call this "smartening it up" -- by moving CRPGs in the direction of creating a more artistic experience. Or at least I might, if I were determined to be disrespectful to everyone who didn't share my obvious preference for that kind of game. The fact, though, is that I understand and respect the differing preferences of those who really like mechanics-driven RP. What I don't appreciate is not having that same courtesy extended to me in return.
I have played 50+ NWN modules where independent authors never had that much trouble designing interesting and balanced encounters.
I flatly disagree. Have you ever actually built a module in which you've had to design and balance combat and encounters in NWN? I have, and it's not even remotely as easy as you suggest. NWN1 especially is notorious for presenting sometimes nightmarish difficulties in balancing encounters for all classes and builds, especially at epic levels. It's often
really hard unless you just want to build for powergaming munchkins. A lot of that difficulty comes from the overly complex and unbalanced nature of the game's combat mechanics -- which is precisely the kind of thing (as AmstradHero explained) that Bioware put a lot of care into streamlining and improving in DA.
Before continuing, I will point out that you have come into a NWN forum to sell us on DA, I am not going to the DA forum to try and sell anyone on NWN. It shouldn't be surprising that people in a NWN forum actually prefer NWN.
Before continuing, perhaps
I should point out that the individuals you are debating with happen both to be experienced Hall of Fame
Neverwinter Nights module authors. And while I'm at it, perhaps I should
also point out that AmstradHero was responding to a thread which directly compared NWN to Dragon Age -- which is about as legitimate an invitation for someone with experience not only playing but
building for both games to opine on the subject. For you to effectively treat another BSN member as an "interloper" in the NWN1 forums just because he happens to be active in the DA community, or to presume that "naturally" active members of the NWN community such as myself prefer NWN over DA, is presumptuous to say the least. As a die-hard NWN1 builder who happens to agree with AmstradHero's analysis comparing the two games, I very much object to both.
In NWN ANY class can learn to use ANY weapon.
If you think so, try building a Druid with the Martial Weapon Proficiency.
Any archtype you can imagine you can build in NWN, while in DA you have a few cookie cutter choices.
DA:O
eliminated class restrictions on weapon use and made them attribute based instead.
AmstradHero wrote...
I could ask you to think beyond your own personal preferences, but you don't seem to be interested. Your primary focus in RPG appears to be solely on how you build your character, mine is not...
This is a horribly narrow view of RPGs... and claiming a game is "dumbed down" because it doesn't fit your personal taste is nothing but a baseless argument.
What he said. And with that, I think I'm done here as well.
Modifié par AndarianTD, 12 mars 2011 - 08:05 .