Nobody is misunderstanding Bobo. You keep trying to compare apples to oranges. Monster Hunter for example can focus on its combat because combat is 90% of the game. So of course it will be more intense than PB's games because PB has to design other systems and content beyond a combat simulation, i.e. balancing an overall RPG design.
PB games are what they are because they create a unique blend of traits, a blend that isn't found in any other RPG currently on the market.
No actually, difficulty in action hack&slash games has same similar principles in how it is designed…I used MH simply as example, as PB is a polar opposite with "difficult" equals hitsponge+heavy damage+extremely limited/simplistic AI.
That is plain bad design to anyone familiar with those types of games.
Their problem is that it uses extremely linear char/stat progression in a
non linear game…solution would be to focus it more on developing a variety of playstyles( similar to Souls series) instead of player going from 99hp/10 damage to 999hp/1000 damage and buffing enemies to kingdom come to "compensate".
So of course it will be more intense than PB's games because PB has to design other systems and content beyond a combat simulation, i.e. balancing an overall RPG design
Their systems
arecombat centered, you cannot play Gothic as merchant, diplomat, etc.
Skills like lockpicking/pickpocket/alchemy are a basic/simple addition not a playstyle on it's own and player stats are almost entirely serve a purpose on providin combat bonuses.
Okay Bobo, what's going on?????
Good talk about Gothic, you bring up GTA
Good talk about Gothic, you bring up Assassin Creed
Good talk about Gothic, you bring up Monster Hunter
Your counters are not really RPGs and involve a different skill set for playing. One of my favorite games of all times was No One Lives Forever (NOLF), very very RPG like, but it wasn't. But when I want to talk about the greatness of NOLF I wont use Gothic as its barometer.
We were discussing open world emergent gameplay and I gave you a more complex example from another open world game.
Your analogy is completely off, since it depends on how it uses different aspects of open world design: weather, time of day, AI behavior, (open) level design, traversal, zone density, encounters, interaction with environment, etc, etc.. notice how none of this actually has anything to do with basic rpg char stat progression system?
It really isn't difficult to understand…it would be no different than comparing gunplay in NOLF next to something like Fallout III, "rpg" has no part in it ( only more on balancing).
You're looking at video game genres as some kind of rigid distinction,
if it's x it cannot be compared to y…it's kind of funny to use Gothic as example, as it's style of gameplay far more adopted from h&s action games, than it's actual "rpg" contemporaries.
Having a basic system of char progression that changes very basic and easily modifiable paramters like damage output/crit chance/hitpoints absolutely makes no difference on underlining mechanics of action gameplay( AI, group/solo dynamic, attack patterns, difference in atack/dodge frames, etc, etc).