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There's a fundamental problem with the "role play" in computer RPGs that the tabletop never had.

The "roleplay" in the tabletop comes from your character behaving as he does, and the content comes to you. This is the DM's job.
In the computer games, it's always the opposite. You must behave a certain way to access the content.

A crude example would be a mission that has people in a bar robbing drunks. How would you access this if your character was a non-drinker? Aha, you might say, well he just *witnesses* them doing it. But then how does his choice to get drunk or not matter? It doesn't.

The first-order approximation the early pioneers of the genre came up with was to just put in a branching path, with dialogue for each. Either you notice the last victim
>Dialogue.Start("Victim","Q423_DrunkardRobbers","Scene01_Victim")
or you're it.
>Inventory.BatchRemove(InventoryFilter("all"),{},+inf)
Both branches end with
>Questlog.add("A Drunk Fool's Errand")
But this becomes unwieldy, considering the many interdependent actions and dialogue choices that the player could have made. ("Didn't I have the accursed ring that can't be taken off, from that one quest?")

This is not a quirk. There is a fundamental combinatorics problem at the heart.
Ultimately why Mass Effect's promise of "choices that matter" fell flat, as it always does in these games. It's a simple impossibility.

How you could use AI to solve this is left as an exercise for the reader. Many are trying this.

Belated #MassEffectMonday post

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50
@WandererUber This reminds me of the "you can just choose not to recruit the gay/lame/nigger companions, you can even choose to kill them" argument that people have regarding games like Baldur's Gate.
Yes, you can do that, but in doing so you are also locking yourself out of a lot of content that you might have wanted, for gameplay reasons if nothing else. Few to no games have content that only unlocks when you disengage with select content, and after all, why would they?

AWRIGHT LOOK WHEN HE BE CLIMBIN TO DEM NEW HEIGHTS BEYOND THE SCALE OF AWW CRACKUH-ASS WHYBEECHES MAIN IT SHOWS HOW HE BE CLIMBIN REAL HIGH AND GOOD NIGGA KNOWMSAYIN BUT THEN HE DUMPIN DUH MILK ON HIS SELF SO DAT MEANS NO MATTUH HOW HIGH A NIGGA BE CLIMBIN CRACKUHS ALWAYS GOTTA BUSSA NUT ON HIS BOOBIES MAIN AWN GAWD NIGGA, CAN'T ESCAPE DUH WHYMAN CAN YA NIGGA SSHHHHHEEEEEEEIIIIIIT MMMMMMMHMMMMMMMMMMMM DASRITE :jeet_seethe:

@Jens_Rasmussen there is a really powerful and intricate balance in tabletop RPGs that allows the DM to on the one hand have the world "go on without them" i.e. things resolve in the background when the players don't intervene in something. For example, if you don't take the quest with the robbers, or if you just ask for your shit back and never deliver them to justice, the DM can make this become relevant later very easily. At least as far as implementation goes. You just write the next sessions with it in mind. Their choice matters automatically.

And on the other hand the DM can also react to player feedback. "Oh no, I don't like that guy."
He can and should adjust his later writing to come to a different conclusion, and be humble enough to just swap him out with something else, if he had planned the guy to be relevant.
As a concrete example, my players were not interested in cooperating with the SS at all (no idea why) and so I'm currently deciding which path I take with them. Do they become adversaries? Do they just fade into the background?

A video game can not do this. You're right on the money, Jens. Thanks!
@WandererUber This reminds me of the "you can just choose not to recruit the gay/lame/nigger companions, you can even choose to kill them" argument that people have regarding games like Baldur's Gate.
Yes, you can do that, but in doing so you are also locking yourself out of a lot of content that you might have wanted, for gameplay reasons if nothing else. Few to no games have content that only unlocks when you disengage with select content, and after all, why would they?
@WandererUber I think that's one reason why I prefer the completely linear JRPG style to the western ones that pretend that you can 'do anything' but actually you can just do three things and only one of them is actually fun. And the knowledge that the game content is indeed not actually unlimited leads to the wish by the player to never miss any piece of content, to 'complete' the game, so in the end whatever you do will lead to a very similar place because game devs will try to allow that.
@WandererUber I think that's one reason why I prefer the completely linear JRPG style to the western ones that pretend that you can 'do anything' but actually you can just do three things and only one of them is actually fun. And the knowledge that the game content is indeed not actually unlimited leads to the wish by the player to never miss any piece of content, to 'complete' the game, so in the end whatever you do will lead to a very similar place because game devs will try to allow that.
@kaia @WandererUber yeah, but I think that underscores the point of the OP: real tabletop RP with a DM is unbounded, there's no "you can't do that" or otherwise the game ends. Whether you just don't allow to player to do game ending 'mistakes' like most games do or let them get stuck doesn't change that, sadly.
@lain @kaia @WandererUber I let my players kill themselves if they are dumb enough to do it. My job is to present a believeable world and too often the players sensibility is that I will send an Archdemon to kill them unfairly or never ever ever dare challenge them.

I always tell them, ''nothing says you can't do that'' and also ''nothing says you can do that'' and let my NPCs be the ones telling them about the world, the NPC after all, isn't the omnipotent DM. He is just a guy with a POV
@WandererUber I think this is related to why I always find it more compelling when a game gives you an established (more or less) character than when you make your own. Mass Effect (1) (mostly) does a decent job giving you choices that align with what Commander Shepard, given his history, situation, and conflicts of interest, might do. Without a concept of a pre-established character you're playing as, the choices would feel exactly as railroady as they technically are.
@WandererUber @kaia @lain >or never finish the game.

This is actually kind of the problem with F:NV, you don't WANT to actually finish until there is no more content left, aside from ignored companions. There's mods for continued play, but even still, eventually all you have left is hunting Deathclaw spawns or wandering until a Legion/NCR hit squad finds you.

An "Objective: Survive" type quest if you closed off all options would be neat, name it "Public Enemy" and you just solo everyone and everything, as you've been doing. That wouldn't solve the combinatorics but would at least 'complete' the sandbox by having a resolution for engaging in turbo-murder-hobo-mode.
@Gundog @kaia @lain That's another thing that I didn't even have in mind when I made OP. This weird "cover all your bases" branching the writers have to do to enable the "player choice" fantasy, makes all the content available in a single playthrough as a side effect, which means you get FOMO for advancing the main quest.
Proof is in the pudding! Everyone procrastinates on them, especially in Bethesda RPGs
@PurpCat @WandererUber @nierenstein For complete details, according to what I heard, they were planning on an environmentalist message: Element Zero and mass effect technology produces dark matter, which is accumulating in stars, leading to increased mass and thus accelerated life cycle (hinted at in Tali recruitment and loyalty missions). The Reapers convert entire species into singular, giant machines as a means of preservation ("Each of us a nation.")

Then the ending in ME3 was allegedly leaked, so it was changed, but either the leak had no legs or the writers indeed left and they made it a Terminator plot. Either way, the environmental message about Eezo and the cycles being timed to prevent any permanent damage while preserving various species is actually pretty good. Logical, and most importantly understandable, if a bit generic. Solves the actual Terminator/Skynet problem by drawing a direct line to sentient self-destruction and the need to do something.
@WandererUber @Jens_Rasmussen @DrRyanSkelton No, he is saying that video games are called RPGs because they have stat sheets. I am saying they are RPGs because they have to emulate a real world for the player to buy into.

Tomorrow Square Enix could release a Final Fantasy game without any stats or item equipment, even levels, just talking and real-time/turn based combat without health bars, floating numbers and actual skills.
It'd still be an RPG because you're roleplaying the dudes in the mysterious sci-fi-magic setting without any such things in it.