» Sat Jan 23, 2010 1:52 pm
RP aspects come in several flavors:
First, there's character creation. For anything approaching RP, that means choices with repercussions, NOT just a bunch of numbers (either Skills and Attributes or SPECIAL) that hardly have any effect on the game, are easily circumvented by using readily available items to boost them, or capped so that the intitial choice is eventually irrelevant.
Second, there's game mechanics and success/failure. When the character's strengths and weaknesses have little or no bearing on gameplay (other than triggering "perks"), then it's not RP. When success is guaranteed regardless of skills or attributes, then it's not even a "game; merely a scenic tour of the game world.
Third, immersive elements, such as eating, drinking, sleeping, sitting, etc., can add to RP, but are a poor substitiute for having decisions with consequences, choices between several viable courses of action, and alternate ways of dealing with problems. Ultimately, having a character that MUST do something, regardless of the character's views or background, because "that's the solution to the problem", is not RP, it's just puzzle solving. Having "the answer" presented to you in bold text in a journal or on-screen, with a big arrow pointing right at it, gives no latitude for RP. Linear plotlines likewise put a major damper on RP, because you HAVE TO do this RIGHT NOW, no matter that your character is set against it, or has other priorities.
Forcing such RP "secondary" elements such as food, water, and sleep requirements onto "hack and slash" players is going to cause a strong backlash against it, especially if the penalties for non-compliance are sudden and unavoidable (I HATE how the typical "needs" mods always seem to hit you the moment you enter combat, although I'd hate even worse to play without those mods). Making them "desirable", by tying recovery rates for health, fatigue, and magicka to them over the long term would allow you to ignore them if you didn't want to be bothered, relatively meaningless over the short term, but advantageous to do once in a while. Ideally, they should be 12 to 24 hour or longer effects, either giving a 25-50% increase or else a similar penalty for not having done so for the past 12-24 hours, NOT as "alchemy" ingredients like it was in FO3. After all, you don't suddenly stop in mid-stride and gasp for air in real life because you suddenly got hungry or thirsty; it's a gradual process. Restroom breaks is more reality than I want in my games, thank you.
The use of alternate solutions to quests, effects of character skills and attributes rather than player skills to control outcomes, and a range of dialog choices with different results are all essential to RP, and must be incorporated as integral parts of the game. Food, drink, crafting, etc., can be added by third-party mods after the fact, although having them built into the game from the start would be a big plus in my opinion. While several mods have added the latter elements to OB, and other "immersion elements" like Physics, NPC schedules, etc. built into the game make RP easier, the shortage of the former requirements makes OB much less of a RP game than the earlier TES titles.