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Fundamental RPGology
author=Hasvers
As for your idea, I still think it would be better if the powergaming alternative to "be very clever" wasn't "spend hundreds of hours hitting slimes with your starting wood sword" :P But you might want to look at PC RPGs that do some or most of what you're saying (Arcanum, Planescape Torment and the Elder Scrolls games, in different directions), if you haven't already.
Well, I recognize I wasn't very clear here, I'll try again. I'm suggesting in game, contextual tasks which guide the player through ways in which they won't have to grind unless they want to, since there are more benefits to learning new ways to think combat than to repeat it endlessly. A very skilled player would be able to go through the whole game with initial equipment and techniques based on very good strategic thinking, comprehension of the system and predictive abilities, but most players would be gently and narratively guided to learning new strategies and techniques which are not dependent on grinding but rather a simulation of battle which allows for understanding the function and effects of the skill they're learning in game, much like what Extra Credits suggest on the Fighting Game video.
In a sense, I'm thinking about ways to implement epistemic games into comercial and entertainment games :3
EDIT: But I'll surely play your suggestions as soon as I get some time for it :3
Fundamental RPGology
Reading this discussion makes me think of plenty Extra Credits videos, the ones about Counter Play, The Fighting Game Problem and Balancing for Skill. The idea that a battle should be done so that a move creates a myriad of subsequent possible choices, in a way that doesn't exclude less skillful players while gives them tools to master complex strategies - that's pretty much it, isn't it so?
And, about creating a game which cater not only to power seekers, but to other kinds of players as well, wouldn't it be possible to create an RPG that allow multiple completion paths and as such multiple experience values not correlated to each other? I was conceptualizing a game, some days ago, in which you don't gain levels - stat gaining is done by doing specific actions tied to their use, so to gain battle related stats you do battle and battle simulations, which allow you to master the system and to learn new in game skills, and to gain, I dunno, conversation related stats you have conversation with NPCs, and try to understand their motives and desires - and, since the power creep between low level items and end game items is negligible, instead relying on intelligent deploy of resources and understanding of the game system and its possibilities to progress, one can reach the end of the game with the first weapon and plenty battle experience and not be much weaker than someone who has unlocked all weapons and fightings skills - the second player may have "more possibilities", but in the end their performance and understanding of the system is what will be measured, not the ammount of in game artifacts they've collected - and one with sufficient conversation exp may be able to bypass completely the final battle by understanding the motives of their antagonist and maneuvering to have the items/alliances/circunstances which allow them to win without fighting (Sun Tzu would be proud).
And, about creating a game which cater not only to power seekers, but to other kinds of players as well, wouldn't it be possible to create an RPG that allow multiple completion paths and as such multiple experience values not correlated to each other? I was conceptualizing a game, some days ago, in which you don't gain levels - stat gaining is done by doing specific actions tied to their use, so to gain battle related stats you do battle and battle simulations, which allow you to master the system and to learn new in game skills, and to gain, I dunno, conversation related stats you have conversation with NPCs, and try to understand their motives and desires - and, since the power creep between low level items and end game items is negligible, instead relying on intelligent deploy of resources and understanding of the game system and its possibilities to progress, one can reach the end of the game with the first weapon and plenty battle experience and not be much weaker than someone who has unlocked all weapons and fightings skills - the second player may have "more possibilities", but in the end their performance and understanding of the system is what will be measured, not the ammount of in game artifacts they've collected - and one with sufficient conversation exp may be able to bypass completely the final battle by understanding the motives of their antagonist and maneuvering to have the items/alliances/circunstances which allow them to win without fighting (Sun Tzu would be proud).













