To the ever so polite
Mr Black Angel
Jesus that's a long reply.
1. Limitations do play a factor, even if a lot of RPG's were made because people just implemented a lot of what they knew and loved, that doesn't mean limitations weren't a factor. The removal of numbers is something that games of the past would have struggled with, games like Fallout 1 and 2 would struggle to convey information without those numbers. The reason numbers exist in the first place IS due to limitations, in tabletop games you couldn't actually take control of your character and actually fight the monster or do the thing, that's why people used dice rolls and dem numbers.
2. Perks and Skills are "gameplay" but it's boring gameplay. What's better? Playing a rogue in a game where you have to adapt to the environment, learn which objects provide better cover, like "hey if I hind behind that barrel there I'll be harder to spot than if I hid behind that bench, and being on this side of the street where there's ambient noise means it will be easier for me to hide, especially if it's dark, and if I wear these kinds of boots I make less noise, especially if I walk on specific surfaces at a specific speed. If I use this weapon it will be easier to kill quickly because of the shape of the weapon and I'm also skilled at doing that button combination" and so on.
OR a game where you just add 20 points into sneaking and bam you sneak better and your weapon has more numbers than your enemy's.It's bland. Both are gameplay but one makes you a part of the world, and helps you use the world to your advantage, the other is "add some numbers here and you do this better I guess". That's why a lot of RPG gameplay sucks, it's lazy.
As soon as you make a game with real time combat in which you have to move the character around and shoot/hit in real time the whole "Skills of the character" thing starts to fall apart because now the PLAYER is guiding the character by using his/her reflexes but the gameplay sucks because it's not responsive.
A ROLE playing game can be about the player assuming a role and staying in that role, it doesn't mean the player can't use his or her skills to progress, again you only know RPG's with classic mechanics.
3. "What's this "entering numbers in a menu" you keep mentioning? Sounds like more buzzwords."
I guess you don't know what a menu is. Ok I guess User Interface, nah it's buzz wordzzzzzzz.
I'm not sure what your rant about Lockpicking is, having a deep mechanic doesn't mean suddenly the whole game will be taken over by that mechanic and it's gonna turn into a "Lockpicking simulator".
"And if you try to apply the whole 'figure it yourself' mechanic to everything else, then it would be called 'Everything Simulator', not an RPG." Aren't RPG's simulations though? Just very bad simulations in which you barely do the thing your character is supposed to be all about. Yeah you're a hunter but you don't really have in depth mechanics for the shooting and the animals, it's just add points here and you're done.
4."Adding points into stats and skills isn't just about winning a conversation or winning a combat encounter. In any proper RPGs, as you put points into specific set of stats and skills, you're either neglecting the other stats and skills; or even outright deducting points from them to accommodate the build of your own choice."
Of course it isn't, it was an example. Also yes the "outright deducting of points" won't have to change, but except "points" you focus on a couple of things you want your character to be about and you play that so you can become better at it. It's the same function but without the "gamey" element, which isn't quite right since you actually get more gameplay out if it rather than just adding "points".
And no I don't mean "Oh it's like skyrim, you just do whatever and get better at it", I mean proper deep mechanics, simulating character growth by you growing as a player, the mechanics would be deep enough and the encounter complex enough as to where you would need to commit to getting better at it. Again it's probably not a game you'd like but it doesn't make it less of an RPG, and no it doesn't have to be about combat.
Also I don't see the problem of a character being able to learn new things, in real life people don't stay static, I didn't know how to use the GECK to import models and place them around the world, or edit the weather, I didn't know how to use a chainsaw but with effort I learned. If you want to play the ROLE of a static character you can totally stay in that role all you want, no one is stopping you.
"How can you achieve this specific configuration by taking away stats and skills, and giving us this 'figure it yourself' gameplay?"
I don't know man, maybe you stay in character in a role playing game and play without touching things you don't want your character to get good at, like in standard RPG's.
5."The problem is that Sawyer is seeing problems where there are none; he tried to fix what's not broken; and when he got called out, he blame the niche audience he previously targeted with his previous game. What's so hard to understand about people liking a thing and disliking when the thing they like is being taken away?"
The problem is, there is no problem and you guys are just making a mountain out of a mole hill. Sawyer isn't seeing "problems" he's seeing different ways of doing things, no one is going to remove your games, there will still be plenty of studios that are too lazy to try and diviate from the formula, there will still be companies that want to recreate nostalgia. You don't like it, someone else does, which means there is an audience, Sawyer is just too blind to see that it's not the RPG crowd because to them RPG means a very specific thing. Sawyer can easily just remove the RPG from the description and the game will still be an RPG, just without you guys complaining. The whole RPG genre at this point is so pigeon holed that the only way for his game to have true freedom is to abandon the label.
"when in fact he wanted to develop the games that make all the big bucks like the ones made by Bethesda and Bioware." and that's making a mountain out of a mole hill. Point stands, if it's a game without numbers and stats and perks you guys won't consider it an RPG, can't get more pigeon holed than that, well you can but whatever.
6."Sounds like Dark Souls, which is an Action-RPG. Go play that instead of telling people to suck up to Sawyer's view on current state of RPG."
What a dish face. I cam smell the hostility trough my monitor.
Dark Souls is an ACTION RPG, it focuses on ACTION. A game can have GOOD COMBAT, without focusing on it, does u comprehand? Also a game can have GOOD mechanics outside of COMBAT without being a combat focused rpg. Jesus it's like you have DS and Skyrim implanted in your brain.
Plus I looked up Action-RPG, all it says is that is has real time combat instead of turn based combat, so by that definition NV is an Action RPG, which you seem to hate for some reason, Morrowind is an action RPG. And all those relics of the past mechanics do is make the real time combat clunky.
7."Again, you're implying stat tweaking and skill adjustment as not a relevant gameplay. It's as relevant as it gets, if only you knew the roots of the genre."
Whatever man, as I said no one will steal your games away from you just because a guy wants to actually try something new and isn't living in the past. Things shouldn't stay the same, they should evolve, the current system is flawed but there will always be people who like it, there's nothing wrong with that, there's nothing wrong with going in a different direction.
"Stats and skills are definitely the way to limit your ability to learn combat or talking when you make a rogue character archetype, so taking them away would leave you exactly with no way to limit those abilities (combat/talking) from being learnt by a rogue character"
Again, if you're commited to playing a static character you won't start learning new things, that's why it's called role playing, you play a role. Also life doesn't work like this, people don't stay the same forever, yeah yeah "But this is a game", alright. Keep seeing that, people say it to dismiss things they don't like but when it's something they like they say "it makes perfect sense and is more realistic". Such is human nature.
8.Nothing new to add here, yet again rushing to explain how as soon as a developer touches a new idea it will be just like how Bethesda did things and the idea will overtake everything. Fallout 4 isn't bad because it had decent combat, it's bad because Bethesda is a garbage developer and can't make a decent game, that's why they focused on mostly the combat and settlement building.
Though you seem to understand that a bit, NV isn't good because stats and numbers and perks, it's good because, of many things that I don't have the patience to go trough actually but let's just say player choice and good storytelling, world building and characters help a bit. Also the game didn't look ugly like Fallout 3.
"Also, if you really think something like that bolded part, you must've played really shitty RPGs then."
Bethesda RPG's come to mind, WoW is also pretty terrible gameplay wise, the original Fallout games aren't that amazing in gameplay either. Even good RPG's still mostly have terrible to mediocre gameplay compared to other games. Is Terraria an RPG? Guess it's a sandbox RPG, that has decent gameplay.
9. Dislike something? Just say it's "buzzwords".
Anyway YES you were able to DO THOSE things, getting on my nerves now.
But a lot of the time it would recycle animations and the game would give you a text explanation as to what happened. Limited view, limited animations.
Go into combat? Oh shit you can't really use your environment that well due to the limited perspective and of course it would be a pain in the ass to make. So, turn combat! Limited control, you get some action points to walk a bit, shoot, eat a pizza. Fallout NV? You can jump around from rock to rock, enter a building quickly take out a bat smash some guy, take his gun idk, less limited, you can play around with objects and such, move them around.
"and since this is a top-down isometric game the devs has all the excuses to not animate more activities unnecessarily so the budget can go to other aspects of the development"
Ah yeah, not animate more activities, that's why it's limited, why are you contradicting yourself? Also storage space might have something to do with it as well, idk. Point is, things are recycled and sometimes the game explains what's going on because it can't show you.
"and the sounds of NPCs and animals as they're getting hit in the eye or being split in two or turned into a goo.............. Wow, so limited!"
Yes limited, by today's standards. With today's technology you can give way more sounds to an NPC which means during combat the NPC can give you AUDIO queue on how damaged it is, when it's about to die, if it's about to flank you and so on, you can use decals so that the more you shoot an enemy the more covered in bullets or blood it gets like in Serious Sam HD, you can use animations so the creature starts limping or the human gets tired and starts running more slowly and so on. But I guess that has nothing on those badass 5 frames of sprite animation.
"Jokes aside, tell me games that have half of character controls I mentioned above, or having something better than those kickass animations, or even sounds as satisfying as the sounds of NPCs dying or at least musics as atmospheric as Mark Morgan's ambiental masterpieces."
Music is good, can't fault that. However I'd argue Fallout is nowhere NEAR as atmospheric as a game like STALKER, and with the new Fallout games you can make the case almost any game is more atmospheric than them, HL1, System Shock 2 made me soil my pants, Quake 1 has more atmosphere. But yes the original FO games are good in terms of atmosphere.
I'm still not sure what you mean by "kickass", is that a buzzword? Certainly it can't be the quality of the animations because they're pretty... dated. Is it the gore factor? As I said, games these days have improved a lot, Serious Sam 3 has beautiful creature animations and deaths, HL2 has beautiful animations, at least for the creatures, any game really. If you mean sprites there are many sprite based games with amazing animations, not even sure what to bring up here since I'm not sure if you want specifically RPG's in the same style as Fallout 1/2.
But I must say I enjoy the style of the earlier games, even if the visuals are dated. As for the sounds, idk as I said games have improved a lot and they're not as limited, there are many soundtracks and sounds out there that are kickass, the Half Life games have amazing creature sounds, a lot of them sound so alien and weird and disturbing, a lot of cool ambient music
It's not even a new game, again SS2 enemies made me soil my pants due to their audio
It's all preferences really, I can probaly say Zoo Tycoon 2 has better quality audio but if you mean the tone of the actual recordings, it's all subjective. Gonna bring up STALKER but that amazing audio as well, I like to compare the atmosphere to Fallout.
"And seriously, all those 'you don't need numbers anymore because it can be conveyed through blablabla' has been achieved by Dark Souls already."
Not really. What's with you and Dark Souls?
10. "Wrong, because Sawyer used Bethesda's games as a reference on "
examples of a developer taking role-playing games in a different direction."
And how would you learn new tactics when using your sword and practice anything in your hypothetical 'figure it yourself' game?"
IT TOOK it in a different direction, but it's not the game I'm talking about, and it doesn't mean it's the game he's talking about. Skyrim dumbed down its systems but it still has those systems. The goal is not to remove those systems without replacing them so even if it did that it still wouldn't be the, ah why am I even trying.
By the way, how you would learn tactics? You can make the combat more advanced than simply HIT HIT HIT DODGE. It isn't worth going into a deep explanation since I know you'll just dismiss it, but games with complex combat systems exist, like Mount and Blade (no it doesn't need to be exactly like that). You can design the AI to communicate attacks better, give different patterns, again rely on visual data outside of numbers, like the npc's getting tired and the animations showing it, the sounds they make, the blood decals and so on. Yes Bethesda games have a bit of visual queues but they're so poorly communicated it's not worth comparing.
11. "Implying RPGs have bland gameplay.
Also, define 'gameplay'."
Ways you interact with the game and how it interacts with you, the rules. It can be trough mechanics that allow you to use your environmets wisely to sneak around and complex pizzles when you hack or lockpick, it can be how you fight and how the enemies react to that and so on. So you can have a game where you go from cover to cover avoiding energetic AI that uses the environment to hide and flank and there can be creatures that attack in very specific ways that demand different styles of gameplay, like the wherebulls from Serious Sam, the Kleer skeletions, the Bullsquids, Houndeyes from Half Life, the antlions, it can be like the Eater of Worlds from Terraria for instance, really anything that demands attention and strategy from you, changes up the pace, has weak spots and is very different from each other.
Thief which has very complex sneaking mechanics and so on, generally it helps when the game strongly demands you to adapt to your environment. This are just examples of what "gameplay" is, it doesn't mean I want a hardcore super actior oriented RPG.
12. Yeah, yeah, yeah. I get it, you're the real RPG guru, the true fan, us mere mortals should shut up because the RPG realm is from people who know how to avoid "everything simulator" or whatever you call them, even if a lot of RPG's are basically that anyways.
"Edit: All that's wrong with what you're trying to say here, Snark567, is that you aren't being realistic. From where would you get all the budget to achieve this 'figure it yourself' RPG? Not to mention numbers are inherent part of the code and the programs, which is exactly how you make games in the first place. The numbers will always be there, whether you like it or not. In fact, showing it would actually help the gameplay, and taking away the numbers would only confuse any players with above average IQ, which should be your target audience IF you actually want to make an RPG that truly evolve the genre."
To be honest it's not as complex as it sounds, I don't want "real life" amounts of complexity, again this post is too long anyway and it's a waste of time explaining in detail a whole game.
I already mentioned in a past comment that it will be expensive, also change doesn't happen not just due to money limitations but because a lot of studios don't see the point. Why spend money and effort to make something new when you can make the same things constantly and people would buy it anyway, hell you can be like Bethesda and do a worse job each time and no one will care.
Yes the numbers are part of the code, but you can hide the numbers when it comes to the player side of things, you can't make a game without math, I know, what I mean is you shouldn't have the math be part of this Role Playing experience because the Player doesn't need it anymore, you can convey actions without showing how things work behind the scenes.
"In fact, showing it would actually help the gameplay, and taking away the numbers would only confuse any players with above average IQ"
I think it will confuse only people with an IQ roughly around room temperature who think they are smarter than others and talk about how numbers can't be hidden because they are a part of the code.