Yeah, I don't know that the idea of any depth of the role-playing segment has every really popped up in video games. You need an adaptive element overseeing the story (in your tabletop or whatever, this is the game master), and generally a more interactive element (other players, or GM run NPCs). Otherwise you just have an ultimately linear set of options with basic effect at best.trunkage said:Personally, after replaying Baulders Gate and Morrowind, there wasn't much role playing back in the olden days either.
If you've played Wasteland 2 or Pillars of Eternity (as they are more recent) you can see they same thing. There are many conversations where the NPC slightly changes the dialogue to acknowledge your response but the overall meaning of the dialogue stays the same.
Let's take the pivotal council meeting in Pillars. Your choices do make an impact at the end but your dialogue does not really impact the NPCs dialogue.
Playing these games make me realise they are all just like a telltale game.
There's what I call the Bioware route, because they hammered it home constantly (although others, like inFamous do it too). Here's your 3 options (typically Good, Pragmatic, and Baby-Eater). Back in their D&D days, it occasionally hampered your class choices a bit if you did the Baby-Eater thing too much, but not much else. Never ends up affecting the narrative though. The newer variation is to have a set of tones, that have even less effect overall.
Morrowind's roleplaying was largely to force replayability. It was still just sets of linear questlines like its successors. Just gated off within a particular playthrough so you'd have to do 2 or 3 takes to hit them all. Certainly a more logical case for immersion, but not much more then padding mechanically, with little effect on the main narrative.
Ultima had a bit of an odd case. 7 had the oddball sandbox stuff. You could literally be a bakers apprentice or whatever, but it didn't make much sense if any with the story. 4-7 had morality measures (though mostly based around theft or murder), and most companions would leave your side, potentially permanently, if you crossed a certain threshold (and evil characters were rare or utterly nonexistent). 4 & 5 were the strongest contenders, but while they required role playing, you didn't have much actual choice in the role involved. You had to be the Avatar of the Eight Virtues to complete 4 (which required doing various things that might be counter-intuitive to usual RPG mechanics). In 5 its not a victory condition anymore, although you're unable to level up if you've fallen too far off the scale, which of course can impede you significantly.