[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vm / vmg / vr / vrpg / vst / w / wg] [i / ic] [r9k / s4s / vip] [cm / hm / lgbt / y] [3 / aco / adv / an / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / pw / qst / sci / soc / sp / tg / toy / trv / tv / vp / vt / wsg / wsr / x / xs] [Settings] [Search] [Mobile] [Home]
Board
Settings Mobile Home
/v/ - Video Games


Thread archived.
You cannot reply anymore.


[Advertise on 4chan]


File: 1526121154902.jpg (735 KB, 2000x1952)
735 KB
735 KB JPG
Why are the protagonists you're NOT supposed to self-insert as, the ones that are supposed to be their own characters, more generic than the ones you ARE intended to self-insert as?
>>
Design and color scheme. I mean look at them.
>>
>>726038371
Silent MCs are garbage regardless of whether it's an eastern or western game. It's a holdover from when devs were retarded and tried to copy tabletop mechanics into vidya 1:1 without realizing that they're too fundamentally different to do that.
>>
>>726038371
Everyone in Deus Ex is a pretty hollow character, but otherwise agree.
>>
>>726038371
Because you see red when a character is prettier than you, like a menopausal woman.
>>
>>726038904
>pretty hollow character
Disagree, I don't subscribe to OP's football hooliganism but plenty NPCs at just UNATCO HQ have sufficient history and personality outside their stock role if you probe them and react accordingly to your choices as things develop.

A lot of others are chiefly used as vehicles for flavor text but you still get a sense of what sort of person they're supposed to be from not just what they say but how they say it.
>>
Fundamentally, because tabletop RPGs, despite what the name of the genre might imply, originated as and by the popular genre convention still are (although there are exceptions among the less crunchy games) skirmish wargames in which you design your own character build. That is, mechanically they really just are skirmish wargames still, with no special affordances to roleplay, or at best it's lip service while the true focus of the design is in the crunch.

"Computer RPGs" by and large adopt this design space, even if they don't directly try to copy the exact tabletop mechanics (for the record, I think /tg/-style mechanics actually have some merit here, it's just that computer games tend to copy bad systems). It's mostly when the designers deliberately try to shed loose the conventions (and by doing so have a chance of shedding away the crunch and pure combat focus), or are coming from some other direction entirely (like "immersive sims" and strategy games, which by their simulation-esque nature have emergent gameplay potential supportive of roleplay scenarios).
>>
>>726038904
Do you have a single fact to back that up?
>>
>>726039162
Design has fuck all to do with it



[Advertise on 4chan]

Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.