Now 200 years later we have slop like Pathfinder: Cumtaker, where your guy's entire life and career need to be planned out at character creation. I like tactical combat games a lot, but there's something very unsatisfying about it in RPGs (in the D&D sense). Tactics and strategy are less important than system mastery and picking the "right" stats. The build becomes the game. Which little stat arrows you're gonna click and which perks you're gonna pick at level up- total abstractions- become more important than the physical rpg world and the things actually happening to your guy.
These buildfag rpg games can only handle combat so that's mostly all you see. Are there games that have organic, well-developed systems doing "adventurous" things that aren't fight fight fight? Trying not to drown in a raging river, survive in a desert, escape a prison (without murdering everyone)? I can imagine doing that kind of stuff working well in a Bethesda-type game if it was made by people more competent than Bethesda. Most devs "non-combat" options are limited to a half-assed stealth or persuasion system (that default to combat when you fail). In Pathfinder, you can roll dice to jump over a log or something... wow. Or there's the CYOA segments Rusty hates.
rusty_shackleford wrote: ↑ March 16th, 2024, 15:22I place heavy emphasis on being able to interact with the world using my character, and as simple as that sounds most RPGs are actually missing this and shifted heavily away from it in favor of CYOA-style garbage.
You've got later Ultimas(incl. Ultima Underworld), Arx Fatalis, and Fallout then nothing for a very long time then Larian games starting with Original Sin, which was heavily inspired by Ultima VII.
It's very much a lost strain of design philosophy.