» Fri Aug 12, 2011 3:57 am
My standing opinion on this matter:
I've heard the clamour on both sides. But, if I may, allow me to give a brief explanation as to why the relationships, occupations, and other features that are "non-essential" to the main quest.
The much floated word is Immersion. But, an equally apt phrase might be that these things aid in providing an Immersive and Viable Alternate Reaility.
All games offer a type of escapism. But the RPG, more than the typical adventure game, more than the typical film or even the typical novel, has the intention of offering a VIABLE and highly INTERACTIVE escapism. It offers an alternate reaility, where the player takes on a role more akin to what he or she might want to be but hasn't the means to be in real life: a powerful wizard, a mighty warrior, an expert thief, a professional assasin, a vastly wealthy Baron/Baroness with hordes of warriors at his or her disposal etc. It will also often offer a world/time that the player wants to live in or at least visit, but that is not accessible in their everyday world.
And the more realistic the social social features (friendships, plausible reations in conversation, plausible reactions to events, feats, deeds, status etc., romances, affairs, marraiges, occupations, negotiation, allegiances etc. etc. etc.) the more immersive the alternate reality becomes.
The noise about these features not "adding" to the overall story, aside from being erroneous, misses the point. All of these features are things that help MAKE a story. Certainly they help enormously in making a player's story more unique AND more verisimilitudinous. More realistic, in the level of immersion.
"But I can do these things in real life," or "But its not supposed to be like my regular life! I don't want cars in it!" are arguments that also, COMPLETELY MISS THE POINT. . . they also MISUNDERSTAND the intent. The game becomes a more viable escapism by becoming more viable; more "life-like". This does not mean the game becomes identical to your actual, everyday life. It means that THE IN GAME EXPERIENCE WILL BE MORE CONVINCINGLY THOROUGH, INCREASINGLY PLAYING AS THOUGH YOU WERE ACTUALLY A PERSON LIVING IN THAT GAME WORLD, AND FULLY ABLE TO EXIST AND INTERACT THEREIN" if you so choose, of course.
The thorough RPG allows for the player to escape, during their spare time, into an alternate reality, where they exist as a mighty warrior or warlock, not just hacking and slashing their way through a series of quests, puzzles, and plot points, but interacting with the world and being interacted with by the denizens of the gameworld. The relationships aren't about making friends and lovers in a game as if you didn't have them in real life. It is about ideals not present in your real life. You may BE married in your own life. But in game, you are a warlock, married to three Elf Princessess, living in a high tower overlooking Markath. Or whatever alternative it is that you have an interest in.
The more RPGs follow this example, and the better Skyrim and the Elder Scrolls that follow manage this, the more immersive they will be, and the more they will appeal to gamers. . . some of whom may well end up lost in them.
And of course, if you truly have no interest in such things, they remain optional. You can walk right past them and hack, slash and riddle solve your way to the end of the main quest just as you would have 20 years ago playing Link The Legend of Zelda.