Leroux: Anyway, I feel we might think alike... One reason why I liked Planescape Torment so much...
/Logan Cunningham voice on
I doubt that. /Logan Cunningham voice off
Leroux: I'm curious as to what exactly you meant with the conflicting and self-contradictory goals of RPGs, could you elaborate?
Here's a rant about Planescape:Torment. TL;DR version:
Adventures say, "For this preset character, X is true". And that's fine, as long as the character is well-written.
RPGs say, "For every character you can create, X is true". And that's often bad. Whatever the initial chargen constraints and unspoken assumptions were, imposing further limits in the course of the game is super uncool.
Now, some RPGs avoid the above problem by not having any roleplaying in the first place except maybe a couple plot branches. (For example, if I sign up to break into people's homes, murder then and take their stuff, I'm not going to complain about the lack of options - but I will complain if the game later tries to push some sort of profound moral decision on me. The compact was: "kill enemies, take their stuff, find fun in that"; if the game turns around and says, "but what about orc babbies", then screw it and its high horse.)
Others give up on the whole maturity thing and replace ropleplaying with adventure-game player/character opacity, a choice of "be good" vs "be evil": Hey, Player 1! Do you want Commander Shepard to "be good" or "be evil" in this situation? "Be good" entails A and "be evil" means B, because Commander Shepard is our character and we say what might be in character for him/her.
When people try to actually tell a "meaningful" story, the result is *one* story. And if you're with what is hopefully the majority walking down the wide Main Plot avenue, it is an awesome experience and I totally understand how all these branching passages - options that you did not take, not because of your pre-arranged compact with the game but because of who you have independently decided to roleplay - enhance the experience. But if you ever approach one of those and see it is actually a Wile E. Coyote-style picture painted on a concrete wall, the illusion is immediately broken.
Telika: I'm not sure I get it. Which angle of sport immorality cannot be applied to virtually every videogame or board game ever ? Nationalism ? It's only a factor in some sport events. Competitivity ? Almost all ("western") games are competitive, almost all videogames simulate competitions...
The "public service" of providing a framework for factionalism (including but not limited to nationalism - there are currently unsanctioned ads in the Moscow subway, paid for by Torpedo fans, I quote: "Safety warning: if you're a fan of Lokomotiv, your balls will shrivel"; note that both are
Moscow soccer teams, there isn't any pre-existing faction divide for those teams to represent). Competitiveness is good as long as you get to compete.