Just to clarify, this isn't another thread bitching at Dragon Age 2. DA2 actually did a lot of things right in my book, it certainly felt like a step in the right direction.
But on a general level I'm starting to get annoyed at the way 'roleplaying' works in games. The term has become become synonymous with statistical progression. When we say a shooter or action game has RPG elements what we actually mean is not that you're playing a role (after all, you're kind of doing that in almost all games nowadays) but that your character 'levels up' over time to gain new and better abilities.
Back in the golden age of D&D that kind of assumption made sense because it's how D&D worked, but as a frequent pen and paper role-player I'm starting to find the comparison annoying. I've played in roleplaying groups where diceless play is the norm, or where XP isn't given at all but the GM periodically alters a character's stats based on what they've done in game.
It's not that I can't see how the XP/level up system (whichever form it takes) is so widely used. It gives a player definite and quantifiable rewards which encourage them to keep playing ('If I kill three more boars I can be slightly better at killing boars!') What I resent is the assumption that this reward system has to be the basis of computer roleplaying, rather than say interacting via a role or establishing a narrative.
I mean, even just on a very basic level, what about an RPG where you don't ever get to see your stats and the game merely adjusts based on choices you make. Why is it so important that you, the player, should see and have control of how your character develops? Is it really just covering for the difficulty in computer RPGs of really representing how your character develops as a character?
I think a lot of this is based on other things I find weird or unnecessary about crpgs (generic/Campbell-esque story structures, emphasis on giving as much choice as possible at the expense of meaning, blank slate protagonists) but I'll keep the post short for now and ask what you think.
But on a general level I'm starting to get annoyed at the way 'roleplaying' works in games. The term has become become synonymous with statistical progression. When we say a shooter or action game has RPG elements what we actually mean is not that you're playing a role (after all, you're kind of doing that in almost all games nowadays) but that your character 'levels up' over time to gain new and better abilities.
Back in the golden age of D&D that kind of assumption made sense because it's how D&D worked, but as a frequent pen and paper role-player I'm starting to find the comparison annoying. I've played in roleplaying groups where diceless play is the norm, or where XP isn't given at all but the GM periodically alters a character's stats based on what they've done in game.
It's not that I can't see how the XP/level up system (whichever form it takes) is so widely used. It gives a player definite and quantifiable rewards which encourage them to keep playing ('If I kill three more boars I can be slightly better at killing boars!') What I resent is the assumption that this reward system has to be the basis of computer roleplaying, rather than say interacting via a role or establishing a narrative.
I mean, even just on a very basic level, what about an RPG where you don't ever get to see your stats and the game merely adjusts based on choices you make. Why is it so important that you, the player, should see and have control of how your character develops? Is it really just covering for the difficulty in computer RPGs of really representing how your character develops as a character?
I think a lot of this is based on other things I find weird or unnecessary about crpgs (generic/Campbell-esque story structures, emphasis on giving as much choice as possible at the expense of meaning, blank slate protagonists) but I'll keep the post short for now and ask what you think.