scottie said:
Ooh, Ooh, a diamond in the rough - sorry for the double post, but it's not as if I can be doing any harm to this wonderful thread :P
I actually think the twisting of RPGs has begun, and (I know a lot of people won't want to hear this) I think FFXIII is a culprit. I think the only properly controlling one and being able to give tasks to others is a step away from what I would consider to be the purest form of RPGing, and I think that it was in order to appeal to people who think RPGs are too slow and boring. Good news for those who think RPGs are slow and boring I suppose, but bad news for me |
Oh I hear you, and I agree completely. FFXIII and ME2 are the prime examples of watered down RPG's, they are shedding a lot of in depth RPG elements in favor of near pure action elements, effectively taking a step away from the genre as a whole. I'm not saying that all RPG's should follow a set recipe (like most shooters do), that's shooting oneself in the foot if I ever saw it but molding something into an unrecognizable lump is a bad idea. I like variety in games, there's nothing worse than playing several games within one genre that feel the exact same, it gets boring fast but I wish that some things would remain somewhat holy and one of those things is the RPG. The whole point of an RPG is creating and guiding a persona with stats, items and a life filled with adventure and interaction so trying to make it more like God of War seems counterintuitive to me.
What if they started removing features and elements from racing simulators so you could only steer or control the brakes and throttle while the CPU did the rest? Wouldn't that make the entire game worthless in the end? Games are about interaction so removing that from the most interaction heavy genre seems entirely backwards. I fear we will never see another Baldur's Gate II (some say Dragon Age is such a game but I disagree) and that the RPG's of the future may very well revolve around staring at a screen while the CPU simulates battles and tells you the outcome via fancy, flashy effects and sounds and the occassional cutscene dividing the tedium every now and then. 







