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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
@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?
@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!

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