Akilae
Novice
I wanted to write about something that I find very boring in RPG today.
Every time I attempt some acion in a game like smithing armors or weaponery, cooking stuff, picking a lock, repairing an item or healing myself, all I basicaly do is to use an item, or choose a dialogue option then the game tells me "awright dude, you succeded, you definitly kick ass !" or " you failed poor little bastard, you suck !"
That makes me face nothing but a lack of interctivity 'cause:
-First I don't do nothing beside imagining I'm smithing/picking/healing etc.
-Second the computer doesn't show me any result of my action except saying me that I rule or that I screwed it up.
In my opinion, in order to identify myself to my character and play his role, I need to be able to act like he would act and be involved in every step of his adventures. I need reactivity, to see what happends when I did stuff. I want to these actions to be entertaining, not to be repetitive action-reaction scheme where there is no diference between cooking, smithing, picking locks and so on... I'm bored of the choose action => stat check => display result.
So far and as far as I can remember the Ultima series attempted to fufill my request: when baking bread, you had to combine flour and water and then bake them in an oven that you lit first... or you had to draw a pentacle on the gound, lite some candles in order to perform some magic related task I don't remember...
Problem is, it is always the same task you can perform , you had no choice while and the result is either a complete faliure or a complete succes. Let's take another exemple. in most of the games let a skilled character to be a pickpocket. I don't know much about stealing people's wallets but I can guess I would first try to talk to them in order to let them lower their guard, to distract them or try to suddenly bump in them. Just waking by my victim, robbing him by having the computer check my stats and walking away is boring. I don't feel entertained, I just feel chalenged upon my skills to level up a character, to evaluate my chances to succesfully perform some mindless repetitive task.
I understand it would represent a huge amount of work to widely emplement all the features i described in a game but would also represent a big step toward immersion in a game and a great piece of gameplay.
That was my today's piece of theoric game design-junk, thank you for reading so far unless you skipped the text straight to the end, in which case you will be senteced to ten thousand years of hard labor on pluto in a future life for having such a bad karma.
So am I definitly insane or is ther still hope ?
Every time I attempt some acion in a game like smithing armors or weaponery, cooking stuff, picking a lock, repairing an item or healing myself, all I basicaly do is to use an item, or choose a dialogue option then the game tells me "awright dude, you succeded, you definitly kick ass !" or " you failed poor little bastard, you suck !"
That makes me face nothing but a lack of interctivity 'cause:
-First I don't do nothing beside imagining I'm smithing/picking/healing etc.
-Second the computer doesn't show me any result of my action except saying me that I rule or that I screwed it up.
In my opinion, in order to identify myself to my character and play his role, I need to be able to act like he would act and be involved in every step of his adventures. I need reactivity, to see what happends when I did stuff. I want to these actions to be entertaining, not to be repetitive action-reaction scheme where there is no diference between cooking, smithing, picking locks and so on... I'm bored of the choose action => stat check => display result.
So far and as far as I can remember the Ultima series attempted to fufill my request: when baking bread, you had to combine flour and water and then bake them in an oven that you lit first... or you had to draw a pentacle on the gound, lite some candles in order to perform some magic related task I don't remember...
Problem is, it is always the same task you can perform , you had no choice while and the result is either a complete faliure or a complete succes. Let's take another exemple. in most of the games let a skilled character to be a pickpocket. I don't know much about stealing people's wallets but I can guess I would first try to talk to them in order to let them lower their guard, to distract them or try to suddenly bump in them. Just waking by my victim, robbing him by having the computer check my stats and walking away is boring. I don't feel entertained, I just feel chalenged upon my skills to level up a character, to evaluate my chances to succesfully perform some mindless repetitive task.
I understand it would represent a huge amount of work to widely emplement all the features i described in a game but would also represent a big step toward immersion in a game and a great piece of gameplay.
That was my today's piece of theoric game design-junk, thank you for reading so far unless you skipped the text straight to the end, in which case you will be senteced to ten thousand years of hard labor on pluto in a future life for having such a bad karma.
So am I definitly insane or is ther still hope ?