Brother None
SasqWatch
- Joined
- October 19, 2006
- Messages
- 1,558
And here you are again, claiming that I'm espousing an idea that I'm not espousing.
It's odd that I assume you're espousing ideas that you state, isn't it? I should probably stop doing that, since obviously you never mean what you write. How tiring.
It doesn't. Which is why I'm not advocating it. Nice strawman again, though. (I'll have to start keeping a tally; otherwise this risks getting boring.)
Lucky that I've never advocated change for the sake of change, then, isn't it?
None of that last bit was in direct reply to you. I was talking about my own opinion and the industry line. I thought that was clear, sorry for causing confusion.
No, BN, what I meant is e]that I believe it's better to look at the possibilities we have now and try think of creative new ways to use them, rather than looking back to the classic role-playing games of the 1990's and trying to copy their ways of doing things.
Why should creativity be curtailed by what they did in the 1990's? Copy the ways of the 1990's for as far as they are useful, don't feel restricted to ignore the 90's because of some oblique goal of "moving forward". Things work or don't work, irrespective to where they come from or when they were used.
But then again, neither is "preservation for the sake of preservation." Is that what you're advocating?
No.
*That,* BN, is why it's fundamentally wrong-headed to shoehorn PnP mechanics into computer games. It locks out better ways of solving the same problems, and locks you into a solution that we *know* to be sub-optimal -- because it wasn't designed for the medium it runs on.
That would be true if it were the case that anything used in an other medium is not right for the gaming medium per definition, but that's simply not the case.
Blank copying is wrong, I agree with you there, it's a mistake I think Mass Effect makes when it comes to copying from film-making techniques, ending up with sub-optimal cinematography in the game.
The funny thing, though, is that nobody has ever copied pen and paper blankly. Designers have had to take in account the fact that they were working in a different medium and cRPGs as they originally were arose from that. But they did arise with the idea of bringing an experience from one medium to the other. There's nothing "sub-optimal" about it once you understand what they're trying to accomplish.
In that sense, you could state that action-RPGs and gender-blending as a whole is a transportation of the cRPG genre deeper into the computer medium. But that also means they fall short in emulating a certain experience, which is not necessarily the same as translating the original medium of that experience 1:1. And emulation of an experience for another medium is a fine goal in and of itself, it is also a goal that has been accomplished only by the methods of the mid-90's.
Considering they offer a unique experience that works well for the people who've played them and still play them (Fallout's still being sold quite a lot, in Europe), why curtail the spectrum of experiences offered? cRPGs with the mechanics invented in the mid-90's offer something different. Calling it "inferior" doesn't really work when it's matter of taste, saying it somehow doesn't reach the goals it sets is odd when you consider no one has reached those goals better.
There's a lot of elbow room in here, in fact, and each interpretation, adaptation to the medium and new way of either changing the RPG genre or bringing a new way to reach its original goal of emulating an experience is equally valid in my eyes. What I don't get is the tendency of the industry media at large to tag certain methods as "out-dated", as if their validity were determined by technical specifications rather than by the experience they offer.
I'm unsure if you're saying the same thing - perhaps you're too distracted in attempting to get some kind of "internet win" to properly engage in a sharing of ideas, I don't know - but you do seem to state that something offers an inferior experience by definition if it is born out of limitations. Why?
Or, in other words, people still play chess on the computer and it's still turn-based, because that's the experience people are looking for.
Here's how it makes sense. The product plan that's presented to publishers and/or investors will have a section called "Market Opportunity" where that argument, among others, will be made. Sources will be referenced in support of it, all of which will be based directly or indirectly on surveys.
It's kids. They're asking a bunch of kids what they want. My wife works with kids. They also like the word, "butt." They say it all the time. It cracks them up. They like RT/FPS and the word "butt."
...That's an interesting theory.
- Joined
- Oct 19, 2006
- Messages
- 1,558