TheHomelessHero said:
2. Why do you feel most modern RPGs such as Mass Effect, TES V: Skyrim, and Dragon Age remove any real randomness (outside of loot drops)?
One of these things is not like the others (in that it relies heavily on RNG effects).
Niggling point aside, it goes back to the fact that cRPGs grew out of pen and paper RPGs which, being exercises of the imagination rather than actual user experiences, use dice to model the limitations of character's abilities. Since modern video games can model environments quite convincingly, it's no longer necessary to simulate these kinds of effects with abstract probability. I don't need to roll to determine whether my archer hits the goblin with his arrow when I can actually see whether my arrow lands or target or not.
What is lost, I suppose, is some of the actual role playing. How well Commander Shepard shoots is not determined by his or her own abilities (which in an old school RPG would be abstracted into stats) but by those of the player. In this regard, Commander Shepard is less an independent character and more an avatar or extension of the player in the same way as Marcus Fenix or any other video game character who theoretically has a "character" of their own but really just exists to serve as a medium between player and game.
Is this bad? Not necessarily.. I think there's an unhealthy element of nostalgia-blinded grognardism in the relentless demand for old school RPGs, and I think people often forget too quickly quite how tedious a lot of those games actually were to play. But clearly there's a market here somewhere which is not being adequately satisfied. Planescape Torment may be rightly remembered as one of the best RPG storylines of all time, but seriously.. go back and actually play it, because I think you'll find that the actual gameplay is often punishingly dull.
The other thing is that, thanks to World of Warcraft, MMOs have really taken up that stat-focused RNG-based gameplay model, and a lot of them do it very well. Furthermore, the kinds of persistent worlds used in MMOS are simply a better environment for that model, because in a single player game any idiot can save scum their way through to the best result. I remember spending hours in Fallout as a kid making endless pickpocket attempts despite having invested nothing into pickpocket and simply reloading like a ***** whenever I failed, which isn't the intended effect or any meaningful form of roleplaying. An RNG is intended to test your ability to manage risk (which I now absolutely love in games, and feel is too often neglected in favor of a relentless and constant system of churning out empty reward) and to force you to behave in line with your characters actual abilities for fear of fucking things up, but in truth outside of a persistent world it's only really a test of of your ability to mash quickload.