Let's face it, most folks play a game for a little mindless diversion and aren't all that interested in story-line, dialog, in-game history/culture, or most of the other elements that make an RPG what it should be. We RPG fans don't have to like it, or understand it, but that's the way it is. The best we can hope for is that someone like CDPR and the folks that do Wasteland, Pillars of Eternity, and Torment continue to make real RPGs while Fallout, Elder Scrolls, and Dragon Age become more-and-more actions games and less-an-less RPGs
I disagree... Fallout IV received massive amount of criticism precisely for removing those elements. Honestly, I think a lot of "rpg veterans" suffer a bit from elitist attitude next to fans of other genres and too quickly call out for "dumbing down" . I don't see why more "wider" player base, cannot enjoy a ton of dialogue options, customization and character building like in any good rpg...it's not rocket science.
Older rpg's had plenty of issues that made them less fun and "easily accessible" to wider audience, aside from just being more "slow" to play.
Becoming more action oriented also made them more popular, but also improved some of their aspects, which too often are overlooked.
I highly recommend watching Gopher's videos on TES series( well known player and respected among their community) on more grounded perspective than "everything is being dumbed down".
Pretty much.
Let other games cater to the action and FPS game crowd. CDPR says they want to make RPGs, make them, OK you'll sell less copies then if you made it an action/FPS game. What's more important to you CDPR? Making what you want and keeping your smaller but loyal fan base happy or making the most money possible? I'm hoping the former.
It's not really an issue to which "crowd" it caters to, but what type of gameplay is best suited for it. There is a reason why so many isometric games are known for turn based combat system, as those in third person ( especially modern, given the improvements in animation technology) are more action oriented.
And how many TPS are out there with decent rpg mechanics?( which at least to some extent we'll see here)...this could make gameplay in CP, something more interesting than your average shooter out there.
Anyway, this feels like one endless, crazy circle, so before I adios on this thread,( if CDPR isn't going crazy from all demands here), I'll summarize my thoughts on this
Mechanics from other games, CDPR should take note:
"Raw" Gunplay: Max Payne III...from sounds and distinctive difference between each weapon, high animation variance/quality when it comes to hit reactions, sense of precision, flexibility of being able to shoot from every possible position...this is currently, as good as it gets.
Cover system( though not a fan of it)...Gears of War III requires most skill ( "bounce between") and has most complex/interactive cover system.
Sense of Gun impact...Binary Domain, uncontested here. You can "tear away everything" on enemy, with your gun. Immensely addictive and satisfying.
"Powers"...Quantum Break did not have as many as ME, but they did well in "tying" them to gunplay and movement through good camera work and animation sync.
Controls ...MGSV: from sprinting, diving, CQC, sense of "smoothness" when it comes to switching between different "stances", etc.
Melee and movement... Resident Evil VI ( if you remove QTE's), quick and effective, with a ton of contextual animations and interactive with gunplay.
Maneuverability and
"connecting" it's mechanics together to a far more dynamic playstyle...Vanquish
Enemy AI...this is a tricky one ( no real consensus here), but FEAR II, Far Cry II and SC Blacklist( more recently) are some of better examples
Also a
More vertical (level design) and different methods of traversal
What I'd like CDPR to add:
Rpg mechanics implemented in organic way through complex system that connects player stats, skills and real time actions...this was mentioned enough: from recoil, precision, speed, dynamically altering strength of special "abilities" and so on.
Weapon skills...instead of simple passive upgrades, player could advance by unlocking different abilities only available for specific weapon style( shotgun slideshot, run and shoot with heavy ordinance, etc). In MP or PVE this could really make combat far more interesting and tactical.
Enemy classes which intelligently react in combat and have access to same abilities/skills as the player ( heal or throw a medkit to heavily wounded ally, hack your drones, etc). Player isn't only one in the world who learned a few tricks aside from using a gun.