quote: Original post by Diodor
Aiming at computer illiterate people won''t work very well for a game as complicated as a RPG (points at the thread title). I propose creating a game that''s maybe hard to get into, but a lot more enjoyable afterwards.
But if social interaction was (a significant) part of the game, a player could talk to someone who didn''t play the game before, ignoring the boring technical details and getting directly at the social part.
To me, the "social" part of an RPG is the actual role playing - so a truly good RPG would automatically be very social. An EXCELLENT CRPG would lead to the topic of conversation no longer being "hey, I got 20.000XP last night" or, "look at my cool +3 Armour of the Avenging Angel", it would be more the kind of thing like "last night, I finally got a chance to present my case to the King" etc.
If the focus of the game shifts to this (and that''s not easy to do - even the MMORPGS haven''t managed to shift away from simple XP gathering AFAIK), it will be easier to get people that are not terribly computer literate to play.
I''m very interested in researching ways to make this happen. How to take away from the dice-rolling and stat comparing, and let the focus slip naturally to the story and the interactions. That''s why I originally got involved with that dreaded "what''s with stats" thread from years ago
People might not remember what you said, or what you did, but they will always remember how you made them feel.