Originally Posted by Dhruin
With regards to the topic, a diversity of choices is a good thing, so if developers can find new directions to take their RPGs that open new roleplaying opportunities, I'm all for it. That said, I firmly believe the "classic" model is still the best when properly exploited and it expands the roleplaying options rather than limits them.
And Ed de Castillo sounds like a walking next-gen action advertisement. Lots of flash - time will tell on the substance.
I agree that video games are a visual medium but (currently) there are restrictive practical limits on content creation, so the insistence that a game have high visual fidelity is obviously a strength for what most people call "immersion" but a limitation on the number of possible options and interactions. I can't scale walls to enter an upper window in most games because the additional animations and so on are just too much work for little payoff, but I can easily have as many text based options as the designer wishes to imagine. I'm not suggesting games should abandon nice graphics and only rely on text but some of the old techniques have advantages for this genre in particular.