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Acquisitive vs Inquisitive RPGs

For discussing role-playing video games, you know, the ones with combat.
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rusty_shackleford
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Acquisitive vs Inquisitive RPGs

Post by rusty_shackleford »

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I would argue the most important division is whether they fall into one of two categories: acquisitive games or inquisitive games.

An acquisitive game is one that is primarily focused on gathering objects and gaining more personal power: finding a legendary magic sword like Excalibur, or learning so many magic spells you can rip apart an army with a few waves of your staff.

Your character’s journey can be defined by many things, but ultimately, the growth and development of the character is heavily based on acquisition, whether it’s the intangible personal might that has been quantified as experience points, or gathering huge amounts of treasure and magic artifacts.

An inquisitive game, on the other hand, is about discovery and inner growth. The player will, of course, become stronger over time, but that takes a back seat to the gathering of knowledge. This includes internal knowledge about who you are as a moral being, and external knowledge about the world you inhabit: its people and its history.

You are a traveler, an explorer, a pilgrim, an archaeologist. Just like the Fool card in the tarot deck, it’s your job to go on a quest—not for glory, but for discovery.

The Fool, as you’ll notice, wanders out almost naked, carrying nothing but a club, staring upward at the sky, not seeing that he’s about to fall into a pit.

One of the games that best exemplifies the inquisitive type of role-playing game is *Ultima Underworld*.
What say ye? Is this a useful dimension on which to categorize RPGs?

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Tweed
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Post by Tweed »

Acquisitive:

The world revolves around me, everyone is sitting around just waiting on me to solve their problems.

Wow, every chest has a slightly better piece of loot in it.

Cool, I get to slay a dragon 30 minutes after the game starts, it's almost like the whole thing was staged to make me feel important.

Inquisitive:

For the love of God please stop talking. When do I actually get to play the game?

Yeah, that amazing war that happened last century sounds a lot more fun that the stupid **** I'm stuck doing.

You people are so degenerate and hopeless that I don't even want to save you, I just want to finish this so I can get the hell out of here and never look back.
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Post by Rienen »

I don't think its a binary choice, but I do get what you're saying. I think I mostly just equate your "Acquisitive" description to "power fantasy"/theme park games and your "Inquisitive" category to more open, potentially sandbox/ "go make your own fun" titles. Again, not binary, but hopefully that makes sense. I've had very little coffee this morning.

I would think most games would strive to have the positive aspects of both... Whereas, based on Tweeds message above, I'm seeing where Bethesda seems to be pulling the negatives from both lists. Ha.
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Post by Dorateen »

The best Aquisitive cRPGS (old school, classic open world or dungeon crawlers) do include background lore, which would fall under learning about the game world and its history. So there is an element of the Inquistitive. Any solid exploration-based adventure is going to have this, while still providing the player the ability to destroy enemies and take their stuff.
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Post by Norfleet »

rusty_shackleford wrote: June 10th, 2026, 13:30
What say ye? Is this a useful dimension on which to categorize RPGs?
No, because for it to be a dimension, the points have to be opposed, and there's nothing here that is fundamentally opposed. Nothing stops the game from simply doing both, and indeed, having a game that does only one and not the other is probably not going to be a very good game, particularly if it's "Inquisitive". On one extreme, you have a game with no story, on the other, you have a movie and somebody has forgotten to actually make a game. However, there's nothing that stops you from having both.
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Post by DemoGraph »

As others said, I think these are two axes.
Both could be done bad or good.
Both would probably be improved by some amount of sandboxey randomness (to enforce replayability).

The main internally contradictory thing with inquisition, I think, is that you want, on the one hand, to have a big batch of preplaced lore (to create the world) and, on the other hand, have enough mechanics to make this lore interactable. If you're being railroaded through questline to kill BBEG it's not a game. Even if you have an option to kill / replace / befriend him in the end, it's literally the one decision you make. It's not a "game".

With acquisition it's much easier. Spam item suffixes on a power curve and you're done.
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