And so you disguised that sarcastic bashing by wrapping it in 6 inches of Nerf foam and posting it anyway.
I'm quite aware what an RPG is, and have been since I started playing them in junior high school- which was around 1982-ish. But thanks for bringing me up to speed. Really.
And by the way, my opinion remains unchanged. "Jobs" and running businesses in-game, in my mind, belong way down at the bottom of the priority list. One of those features that truly should be left up to the modders. Sorry if that offends you and makes you gnash your teeth, but there it is. :shrug:
No actually you're right, it does deserve to be at the bottom of the priority list. Further, while because my post has been referenced, and because I still think it had some valid points, I'm not going to remove it, it was unnecessarily offensive, and was in really poor taste in reality. So I apologize.
That being said it still does deserve a place on the priority list, and not just for modders, but for the developing community as well. The thing about developers is they produce very effective systems over several generations if they improve off the previous systems. At first it will be a poor system, but one must at least admit, the first RPG to incorporate all the elements we love so much from the current Action Adventure RPG's as well as a good system of economics, and more freedom for players who are more focused around the occasionally mundane, but immersive elements (Because there are quite a few players who enjoy the aspects of game the majority can't stand), will absolutely blow this series out of the water... I just like the lore in this series enough to dream of it being this game, but it doesn't change reality, and having a solid action adventure feel to the story is much more important for most, and for the game in general then the more 'mundane' aspects.
Not exactly. TES is a game of be what you want to be. Be a thief, be a mage, a murderer. Not exactly, go find A, now go find B.
Nobody said anything about carrying a fireplace and anvil around. We're talking about going to a shop/smithy-place and creating your own armor. It's special. Why can we craft our own spells but not craft armor? I want something I worked hard for and made with my own hands.
It's not unnecessary for a RPG game. It's all about immersion. The idea of being a part of the in-game economy magnifies immersion. Why should we always be a clunky quest doer and nothing else? It doesn't matter if the simulation is great, hell, guilds are fairly lacking in simulation but we all love it. It's about being there, and adding to the game. It's not about a grand scale economic simulation. Sometimes small additions are the best.
The best part of your post is the reference to guilds. The guild systems in TES are remarkably simple, remarkably basic, remarkably boring, and made with relatively little thought, and yet for the majority of gamers, in spite of their repetition, and often aggravatingly time consuming nature, they demand more and more of them in greater quantity... This is the perfect example of a quantity over quality desire, and further the perfect example of players preferring lots of options and things to do, vise the few, regardless of how well developed.
That being said, I do want well developed additions to the game, and I imagine if they threw too much filler in it would become excessively monotonous and annoying, but they're still not looking at it the right way and the fact that this game is supposed to be open ended and allow players to be creative, unique, and original must be addressed... Anything that would allow the latter three would be a good addition, professions is merely a suggestion for the more role-play friendly gamers who look for the occasional reprieve from running around shooting, blowing up, and slashing at enemies.
In any case... The poll results have been there long enough to get a pretty good idea about the general idea... I think a more useful thread would be one that addresses how such a system would or should be incorporated if it ever were. I'm growing tired of all the posts about Fable III's profession system, even though it was the most recent, it was also the worst ever conceived in the history of video games, and thus the worst example. Its repetitive use as an example cheapens the efforts of hundreds of other games and developers that have attempted a very difficult aspect of gameplay. Needless to say a profession system in a game should have multiple things that particular system lacked, including results other then money, some element of immersion so that you actually felt like you were creating something, and the inclusion of mechanics to personalize what you create, preferably in such a way that no other gamer could get the same results even if they tried. In other words a modular generation system... However, thats for another thread.