Posted June 24, 2018
I actually find it strange how "character growth" (in the loosest sense, even if it's just about equipment) is such a necessity in all games genres, except adventure games. People feel easily lost, in current shooters, if the weapon's skin and baddies' skins don't elvove in a way that makes them feel that their 1 shot 1 kill has become 5'433'865 damage on 5'433'865 health. Exact same gameplay, but ooh big numbers big power.
I contrast it with adventures in action movies, where the heroes keep their same fists, or handgun, or rapier, throughout the story, which isn't less thrilling or more repetitive for that. Of course there are also huge sagas about dragonball-ish characters reaching over 9000, and a lot of RPG-ing is about this (some define them through this). But if you define RPG through, well, role playing (defining a role, defining a character's behaviour and identity, and acting freely in an open world), then this growth is useless. You can perfectly have a whole adventure, with all sorts of twists and encounters, "at the same age".
What I'm saying is that I sometimes wish for more open world "adventure games". And "adventure games" elements are often what I prefer in RPGs. If the focus was a bit more on that, RPGs would be more RPG-ish and less hack-and-slashy.
But the general trend goes the other way, even in pure action games.
I contrast it with adventures in action movies, where the heroes keep their same fists, or handgun, or rapier, throughout the story, which isn't less thrilling or more repetitive for that. Of course there are also huge sagas about dragonball-ish characters reaching over 9000, and a lot of RPG-ing is about this (some define them through this). But if you define RPG through, well, role playing (defining a role, defining a character's behaviour and identity, and acting freely in an open world), then this growth is useless. You can perfectly have a whole adventure, with all sorts of twists and encounters, "at the same age".
What I'm saying is that I sometimes wish for more open world "adventure games". And "adventure games" elements are often what I prefer in RPGs. If the focus was a bit more on that, RPGs would be more RPG-ish and less hack-and-slashy.
But the general trend goes the other way, even in pure action games.