For a general comment about RPG mechanics and skill progression... I need them to be interesting and impactful, because during the past few years I've grown less and less interested in gaming altogether. I can start something old like Wizardry, Might and Magic or Fallout and have fun for a while because I find the gameplay interesting even despite it's aging clumsiness, but I can not get into modern RPG's with these modern iterations of these systems that are around, so I kinda feel the need for them to be.... updated towards some past standards with new presentation to feel fresh again, if that makes any sense. As they are (in games around the genre), they feel gamey, streamlined, unimpactful and ergo, uninteresting.
I'm the kind of person who likes to play through the character, not as or with the character. I like to loose an attempt not because my character is not good enough to try or because I can't handle a minigame, but because my character did the best he could and failed. I like subtle systemic effects that affect these odds, I like the organic randomness of these tasks that tell me a story of their own as I play. I like to interpret things.
I get frustrated just like everybody else when a diceroll doesn't go my way inspite the odds, but I take the failure and frustration differently. I don't blame the system, I blame the character for fucking it up, I interpret the situation as part of the game and from therein on out a little bit of situational story is told along with the intended narrative. I take these failings into account in the overall experience when I finish the game, and then I roll a different character to try things differently and see how that goes. That's roleplaying for me. Taking on a character and making the decisions for him, letting him be himself instead of a continuation of my arm.
To what ever extent the systems in CP2077 work to that end, I'd like to be happy with. But it's really hard for me to get into an action game with hard gated stats/skills, or minigames dictated by my dexterity. It's a droll to find that you are one point away from a certain success, or being able to even give it a shot, or that once I open the lock of trying, I can master the easy as fuck minigame. That feels like "gameplay", not like roleplaying. I don't feel gaming the system should be the goal, but rather have a system for gaming.
I suppose I could go on, even at length, but I'm having some hard times concentrating right now so this'll have to do. I'm not going to throw in ideas or anything, I've done that plenty in the past so - just like with everything - I'd only be repeating myself. I'm just making an "in-a-nutshell" commentary on why I post the kind of shit I post (when I do it).
That's all. Carry on.
I'm the kind of person who likes to play through the character, not as or with the character. I like to loose an attempt not because my character is not good enough to try or because I can't handle a minigame, but because my character did the best he could and failed. I like subtle systemic effects that affect these odds, I like the organic randomness of these tasks that tell me a story of their own as I play. I like to interpret things.
I get frustrated just like everybody else when a diceroll doesn't go my way inspite the odds, but I take the failure and frustration differently. I don't blame the system, I blame the character for fucking it up, I interpret the situation as part of the game and from therein on out a little bit of situational story is told along with the intended narrative. I take these failings into account in the overall experience when I finish the game, and then I roll a different character to try things differently and see how that goes. That's roleplaying for me. Taking on a character and making the decisions for him, letting him be himself instead of a continuation of my arm.
To what ever extent the systems in CP2077 work to that end, I'd like to be happy with. But it's really hard for me to get into an action game with hard gated stats/skills, or minigames dictated by my dexterity. It's a droll to find that you are one point away from a certain success, or being able to even give it a shot, or that once I open the lock of trying, I can master the easy as fuck minigame. That feels like "gameplay", not like roleplaying. I don't feel gaming the system should be the goal, but rather have a system for gaming.
I suppose I could go on, even at length, but I'm having some hard times concentrating right now so this'll have to do. I'm not going to throw in ideas or anything, I've done that plenty in the past so - just like with everything - I'd only be repeating myself. I'm just making an "in-a-nutshell" commentary on why I post the kind of shit I post (when I do it).
That's all. Carry on.
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