A lot of indie games give me exactly what I -say- I want -- a reliable path to a good story, a world that in effect works on story-logic as much as by in-world logic, stories that resolve and go somewhere, and almost by definition, player engagement with the situation and the characters.
What's interesting is that so many of them, while being successful in this, don't -actually- give me what I want; while the surface of what I desire are present, the heart of good play—not merely what I consider definitional to a "roleplaying game" but also what defines the pleasure of the form to me—is missing. FREX, in PTA (as in so many other game), the focus is on cutting to the conflict, so being in character and in-character conversation and revelation tends to get short shrift.
The cognitive disconnance is interesting, to say the least. Enlightening? Perhaps.
What's interesting is that so many of them, while being successful in this, don't -actually- give me what I want; while the surface of what I desire are present, the heart of good play—not merely what I consider definitional to a "roleplaying game" but also what defines the pleasure of the form to me—is missing. FREX, in PTA (as in so many other game), the focus is on cutting to the conflict, so being in character and in-character conversation and revelation tends to get short shrift.
The cognitive disconnance is interesting, to say the least. Enlightening? Perhaps.
no subject
Date: 2006-03-30 05:29 pm (UTC)no subject
Date: 2006-03-30 05:44 pm (UTC)Then, for other people the story really is the main point and I understand that this type of games is sort of a revelation.
/ Jonas Barkå
no subject
Date: 2006-03-31 11:46 am (UTC)I have the impression that a lot of Forge/indie games are heavily focused on the authorial approach, which does conflict with character play, even if not all the time. This isn't a problem if the story is your main concern, but it doesn't always help if you also want to play a believable and fun character.