inc09nito: Thank you for a great topic and very interesting posts.
Especially stuff like experiencing or even creating your own stories in games is something to think about.
I've always been thinking that a (good) game is half the experience and the other half is in gamer's head.
But really, a lot depends on a game itself. I won't do role-playing if a game doesn't give me enough freedom.
Yet, if I can, funny and interesting things can happen. E.g. I loved to create characters in TES IV: Oblivion. Once I told myself: this character will be a thief, she won't be going into wilderness at all, but only robbing houses of citizens and pickpocketing all the time. Another time I created a character who had always wanted to be invisible. All my actions, whole character development was to get that spell and use it to have fun.
Now when I play it like that, only my imagination and what can be done in the game, are limiting me.
It's funny though, as someone mentioned, that in cRPGs we can rarely have that. usually the main character is designed by game developers (like in Gothic or The Witcher) which means that one either identifies with it or not. In the second case, it ends with power-playing and enjoying the game more like a movie than your self-created experience.
Yeah, setting some house rules for yourself can be fun. It can also make you slam your head into the keyboard or chuck your computer into the garbage. I've house ruled myself as well in Morrowind and Oblivion, only to discover that I've created a sociopathic loner character who lives alone in the woods and survives by robbing people with imperial steel, only to have enough to dough to buy bread and other things that the game doesn't even require me to consume. I know the vampire and werewolf aspects to those games would also drive gamers crazy. As cool as it sounds to be a vampire running around in Morrowind, the idea of not being able to be outside in the daylight or being hunted as a werewolf in Bloodmoon was too much for a lot people... one of those 'good ideas on paper' concepts. Sometimes those game ideas are actually better off left as ideas than actual game mechanics. Sometimes it's best to just let a frog jump than trying to teach him to fly.
Everyone loves dragons in Skyrim, but it wasn't Skyrim that first showcased dragons in the Elder Scrolls world. There was a monsters mod that someone made years ago for Morrowind. There were dragons. And they looked ridiculous. They didn't feature moving parts, only a static texture that would float around and make scary noises. It was both frightening and hilarious at the same time. Again, maybe implementing dragons into a game that couldn't cope with those sort of dimensions wasn't the best idea. The best way to role play a game is often with imagination rather than with stick figure textures bouncing around a skybox with no animated moving parts.