Butter
Arcane
- Joined
- Oct 1, 2018
- Messages
- 7,797
This is absurd. Age of Decadence has many fights. It has equippable armour and weapons. It has various enemies with their own equipment and statistics. It objectively has much more combat than Disco Elysium, which doesn't even have combat mechanics.If Disco Elysium isn't an RPG then neither is Age of Decadence. They're really similar, just DE goes for depth and AoD goes for breadth. (But I would say they have similar replayability, in that I want to replay both with a different skill focus/class but haven't yet...)
We've had interminable discussions about the RPG genre; the best definition is based on three essential sets of components: characters, combat, and exploration. More precisely, we could define the crucial individual elements within those sets of components:
1. Character Progression (leveling up to become more powerful)
2. Character Customization (at least classes and attributes, though classes can be replaced by a skill-based system; party customization can substitute)
3. Equipment (weapon, armor, other things that give active or passive benefits; better equipment makes a character more powerful)
4. Inventory (items on hand that can be switched with equipment or consumed)
5. Character-Skill-Based (player chooses character’s action, but success of character’s actions depends on statistics and the game system, not the action of the player)
6. Deliberation (player has opportunity to consider character’s actions before choosing what to do; in real-time games at least a pause function)
7. Randomness (dice-rolls or something else to remove determinism)
8. Statistics (game system is coherent and transparent enough that player can weigh the numbers to gauge the chance of success in an action)
9. Exploration (Player has control over character’s movement through the gamespace and can make meaningful exploration decisions rather than follow linear path)
10. Dungeons (a mythic underworld to explore; many RPGs have only a dungeon without an overworld, but it is more difficult to be an RPG with an overworld but no dungeons)
11. Openness (players have control over their characters’ movements and objectives in the world rather than being forced into particular quests; difficult in CRPGs and fairly rare)
12. Logistics (players must manage their characters’ resources, due to inventory limitations, encumbrance, stamina/fatigue, need for food, need for water, need for sleep, realistic lighting and a day/night cycle, Vancian magic memorization, weapon/armor deterioration and repair, etc.)
This list, used to categorise DE and AoD as meaningfully different, puts them both as very nearly identical RPGs. They both semi-fail on 9 and 11, but AoD has 10 and DE only kinda sorta maybe if you squint does, and AoD totally fails on 7.
DE either has more or less combat than AoD depending on what class you pick. But it's not necessary. "Combat" with reticent witnesses or unhelpful officials still works the same way if it's based on your skills and, in DE's case, dicerolls. The sense of picking your character's next move according to their abilities so that they defeat their enemy/get the treasure is still intact.
The "combat" in Disco Elysium is just another kind of flavour text. It has no dedicated mechanics, simply reusing the same dice roll + modifiers system that everything else in the game uses.
The only way someone could think AoD and DE are comparable games is if they never try a combat playthrough of AoD. The combat playthrough and non-combat playthrough are vastly different, which isn't something you can't say about DE (because AoD uses different mechanics for its combat and its skill checks, whereas DE only has one mechanic and everything is a skill check).
You're going to have to explain how Age of Decadence "totally fails" on Randomness. It really sounds like you've never done a combat playthrough, which is to say you never scratched the surface of AoD.
Last edited: