Quote: "I disagree again, it's not like watching a TV or movie, just because the characters are preset and the direction the plot follows doesn't make it like a film, because of the element of gameplay, the element of difficulty and you're helping the characters you relate to in getting to their goal."
But that's not really a Role Playing Game. If all you can control about your character is his combat stats, then you're not really playing that character's role, you're just using his combat stats. Take, for example, Star Wars Jedi Knight II: Jedi Outcast. Kyle, the main character, has his combat stats (the force powers), but it is by no stretch of the imagination an RPG. I'm not saying I don't enjoy playing games like that, I'm just saying that those kinds of games aren't RPGs.
Quote: "@Herakles, sorry, but I won't be holding my breath for your oblivion size game anytime soon. You are much, much more than 8 months from being ready to make it. The closest project you'll find to that in DB is PoPR in the WIP, which is actually very impressive so far with it's world building capability."
I already said that I'm nowhere near ready to even start making the game, but I've got plenty of time. I also have a solid concept for the game that's been in my mind, in some form or another, for the past 3 years. And look at the Star Wraith/Evochron games, which were made in DBC. Those are amazing games, and they use an older version of the language than what I'm using (DBPro).
Quote: "However, could lead to more of an interactive movie than a game (again, like MGS1 - a great experience, but perhaps not the pinnacle of what a game can be)."
That's exactly what I'm trying to say! Those kinds of games are interesting and fun to play, but they don't have any value in real life.
Quote: "The "blank player", as used in BioShock and Half Life. Works very well if you want the player to simply look at the world around them: it's a blank canvas. This was also used very well in a source mod called "Dear Esther", where the ambiguity about who the player actually is, and how they relate to the main character, asks profound and intriguing questions about the nature of storytelling."
That really only works in non RPG games. You might say that Planescape Torment was like that, but in that game you still defined your character's identity through your actions.
Quote: "Again, I disagree, the point of a game is to challenge its player, if you could just walk through it with no challenge, then it kind of defeats the point. If you get stuck and want to move on, then I see you trying harder and harder to win, whether than be a difficult boss or a difficult puzzle. If I play any game with unlimited health or where I remove the challenge of the game, I just get bored, all I'd be doing is guiding myself through a series of events."
The purpose of games is to entertain the player. What is entertaining differs from person to person, and it seems that you and alot of other people find fun in challenge. Challenge can be a good exercise for the mind, but it can also lead to frustration which is the opposite of fun. I'll compare two games in terms of challenge: Pool of Radiance and Oblivion. Pool of Radiance, while revolutionary and amazing for it's time, is almost unplayable it's so hard. That's the kind of game you either have to play about 50 times or cheat and look on the internet to figure out. A game is a challenge if you can figure it out the first few times through, but it's just idiotic if you have to do one of those two things. Oblivion, on the other hand, is very good with the difficulty factor. It's challenging, it makes you think, but you never get stuck and so you never get frustrated.
Swordfight! My cheesy little first game!
http://forum.thegamecreators.com/?m=forum_view&t=147808&b=36