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How important is character differentiation to an RPG?

For discussing role-playing video games, you know, the ones with combat.
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rusty_shackleford
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How important is character differentiation to an RPG?

Post by rusty_shackleford »

Or, "Do you think Witcher 3 is an RPG?"

When two people play Witcher 3, their Geralts will end up remarkably similar. Perhaps one has signs that are a bit stronger, and the other prefers fighting in heavy armor. But fundamentally, you're going to be a melee swordsman that carries two swords.
Does that stop it from being an RPG? Does it make it less of an RPG, or not one at all?

I suppose to some extent we could think of a hypothetical RPG based on D&D where you can only play as a fighter, and you get all the customization available to one. Does it stop being an RPG since you must play as a fighter? Your fighter might be an Eldritch Knight, whereas mine is …whatever the other subclasses are, I don't know.

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Post by asf »

witcher is garbage
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Post by J1M »

I don't think it is important. I play most games only once.

Variety comes from multiple games.
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Post by Tweed »

When done well it adds replay value, when done poorly, it changes the names of some items or skills around.

I asked ChatGPT for fun:
Planescape: Torment – Technically you can pick your class (fighter/thief/mage), but your core stats and growth are story-driven and your combat progression is largely irrelevant; every playthrough converges to the same high-Intelligence, dialogue-heavy “build.”
I think its mistaking metagaming with differentiation, but it's true that you'll miss most of the content if you don't do this.
Geneforge (Series) – You can technically choose between shaping or fighting styles, but progression always gives access to the same suite of powers and creations; no classes, and every player can unlock everything eventually.
Skills that a class is weak in take a lot more points to raise in those skills, but I guess you could. In Geneforge there's three classes: Shaper (the summoner, weak combat/middling magic skill), the Guardian (tank, weak magic, middling shaper skill), and the Agent (high magic). Differentiation comes entirely from character creation, not really what you take along the way.
Deus Ex: Invisible War – All characters share the same augmentation pool; by endgame, you’ll have access to every upgrade.
This is actually a great example of no differentiation. You'll be up to your eyeballs in biomods towards the end so you could swap out augs if you really wanted to, but most of them are trash.
Shadowrun: Dragonfall / Hong Kong (on Normal builds) – While you can select skill lines, most characters eventually blend together because of capped trees and similar endgame gear.
Can someone attest if this is true? This is usually what happens with most modern games that try to have builds or classes, you just path towards the same from a different origin point.
Last edited by Tweed on November 1st, 2025, 17:29, edited 1 time in total.
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Post by J1M »

I will add that the ability to have different character builds is significantly more valuable to me when the game allows for cheap respecialization.
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Post by WhiteShark »

Tweed wrote: November 1st, 2025, 17:28
Shadowrun: Dragonfall / Hong Kong (on Normal builds) – While you can select skill lines, most characters eventually blend together because of capped trees and similar endgame gear.
Can someone attest if this is true? This is usually what happens with most modern games that try to have builds or classes, you just path towards the same from a different origin point.
It's been a long time, but, from what I remember, while there wasn't much in the way of significant companion customization, you could customize the main PC quite a bit. The problem there wasn't lack of customization but that certain options RIFLES outperformed every other significantly.