This is a bit of a follow-up on a prior thread after chewing on it for a while.
One of the most extreme examples of a skill-based game that branches depending on your character is Age of Decadence, and it begins bordering on visual novel territory. I'm going to go back to my old punching bag here, but I understand AoD is loved by quite a few posters here, I'm sorry about your taste.
Possibly my biggest gripe with the game is that arguably the most important decisions you make in the game are at the character creation screen. This is to some extent a fault of AoD's writing/design, but it also feels like it may be the end result of any game that overly relies on skills to define a character. The game becomes rigid and unchanging because the character is rigid and unchanging.
There is a bit of a counterargument in AoD itself: hybrid characters suffered from this to a lesser degree. But why wasn't the game designed around this from the start? Why is the default a less interesting game? The way to make the game fun is having already played it and knowing how to break it.
I played Chronicles of Myrtana: Archolos recently, what a fantastic game, something I'd call a near masterpiece. Check it out if you haven't:
But if we dissect the game, we can come to the conclusion that it's a bit of a mashup of Witcher and Gothic 2. Archolos has skills, yes, but they are not something you pick at character creation. They are earned through playing the game, and generally don't lock you out of much content — but instead change your playstyle. Your choices in the game aren't dependent upon a rigid set of skills you chose at character creation, but your own actions during the game itself. Of course there is some content gated behind certain skills, but it's mostly side content.
There could be an argument that AoD's design encourages replayability, but I say that Archolos does it even better. You can experience other ways to resolve quests while also playing the game in a different way in a new playthrough, rather than the choices you make being so tightly coupled to your character rather than your actions.
Even further, I'd say that AoD has it backwards. In AoD, you are an assassin therefore you act like one. In The Elder Scrolls games, you act like an assassin and therefore can become one through the Dark Brotherhood. Or as @The_Mask pointed out,
The_Mask wrote: ↑ March 3rd, 2023, 02:08I think in the malus category is, unironically, every game Josh Sawyer ever made. Because he's unafraid to cut your Priest or Paladin and make them Fallen, if you decide to be ********. And then force you to either reconsider your ways, or continue with a different class.
Similarly, in Gothic games(including Archolos), your choices can determine what skills and such(trainers, …) are available to you.
Am I just picking on AoD here?
No. I think AoD is just easy pickings because of how easily it allows this to be highlighted. The same issue crops up in games like Underrail and so forth. It's as if Baldur's Gate was a rather linear narrative but the narrative you play depends on which class you picked.
I think these two ideas on RPG design are so fundamentally opposed that perhaps they should even be given different subgenre names.
- Actions Define the Role: In this approach, a player's actions and choices throughout the game determine their character's role. For example, a player might begin the game with no predefined role, and through completing various assassination missions or stealth-based activities, they gradually become recognized as an assassin. This perspective emphasizes player agency and flexibility, allowing players to evolve their characters based on their in-game decisions and experiences.
- Role Dictates Actions: This approach requires players to choose a specific class or set of skills at the beginning of the game, such as an assassin or skill in ***-***-ining(ehehe), which then influences their playstyle. In this scenario, the character's role is predetermined, and the player is expected to act in accordance with the established guidelines for that role. This approach tends to offer more structured gameplay.
When looking at it from this lens, Geralt becomes less well defined than UnderrailGuy after starting the game.
…Discuss! ![]()
