Should all RPGs accommodate for a pacifist playstyle?

Should all RPGs accommodate for a pacifist playstyle?

  1. 2 weeks ago
    Anonymous

    If an RPG won't let me tell someone to kill themselves and then they do it (After I pass a CHA/PERSUADE check) then it's not an RPG.

  2. 2 weeks ago
    Anonymous

    >Pacifist playthrough
    There's not a single RPG that has such a feature. Even Disco Elysium or Planescape: Torment.

    • 2 weeks ago
      Anonymous

      Age of Decadence

  3. 2 weeks ago
    Anonymous

    >please just let me click menus and read walls of text instead of gameplay
    You could try an actual book instead, or even an old school adventure game with actual puzzles you didn't look up online.

    • 2 weeks ago
      Anonymous

      >nitwick thinks combat = gameplay
      many such cases

      • 2 weeks ago
        Anonymous

        >can't even spell nitwit right
        Look I agree with you but ironically your lack of grammar skills makes you the nitwit.

  4. 2 weeks ago
    Anonymous

    Yes but only if the pacifist playthrough isn't an obvious shoehorned way the devs want you to play it and that it isn't a "good" or "moral" way to accomplish every quest.

  5. 2 weeks ago
    Anonymous

    I don’t think every game should present a pacifist playthrough, but if the game is going to include skills then they should all be balanced in a way that they are all viable. No swimming in Deus Ex or Doctor in Fallout

    • 2 weeks ago
      Anonymous

      >not taking leveling master to swimming every playthrough
      It does make getting the shotgun on liberty island a lot easier of you at least train it

      • 2 weeks ago
        Anonymous

        >It does make getting the shotgun on liberty island a lot easier of you at least train it
        But you can get it without training swimming at all, you just take some damage and that's it, maybe use a medkit at most.

  6. 2 weeks ago
    Anonymous

    >should all-
    no
    >oh so then none-
    no, gay

  7. 2 weeks ago
    Anonymous

    Yes.
    But it shouldn't be because of "but muh morals" but instead let you be able to lie or bullshit your way through the entire game just for kicks. "Scoundrel/chaotic good" pacifists are a underrated route.

  8. 2 weeks ago
    Anonymous

    no but every RPG should have a combat system

  9. 2 weeks ago
    Anonymous

    Why are there no detective games?

    • 2 weeks ago
      Anonymous

      There are, it's a concept better suited for adventures games.

      Also in b4 another anon namedrops Disco Elysiym

      • 2 weeks ago
        Anonymous

        But with a party in cRPG style. Rather than fighting, you use their skills and abilities to climb, sneak places, form human bridges across ravines, summon and commune with spirits, etc.

        • 1 week ago
          Anonymous

          thats called shadowrun
          they made 5 of those games

  10. 2 weeks ago
    Anonymous

    It would be better if they could make the dialogue system more interesting than just pressing a button to pass a speech check and reading text. Like people shit on Oblivions little wheel minigame but they really were making an attempt to try and add more depth to that shit. Even like just having it be tied to multiple skills instead of just one flat Dialogue stat would help.

    • 1 week ago
      K

      All? Nah. Despite how much I like the option personally, I think games that bend over backwards to accommodate it often end up compromising their tone.
      The narrative context matters, and many of these games deal with conflicts or situations where it's not always believable that you could solve every problem without resorting to violence or at least having to defend yourself from it.

      This is very true, although gamifying dialogue is a pretty iffy proposition imo, it ends up feeling like a minigame any time it's been tried and not like a conversation. My personal preference is using a variety or skills like you said and also including dialogue mazes like DE:HR if you didn't take the one Aug that solves them for you.
      That's pretty much what we're doing with Fallout: Miami, using stuff other than Charisma for many of the conversations and dialogue mazes where it makes sense.

      • 1 week ago
        Anonymous

        Yeah HR's dialogue mazes are good idea systems wise and combined with fallouts various skills plus its reputation system will probably make for some interesting stuff. I always liked that about Fallout New Vegas especially, how the reputation is based off of faction relations and fame more than a black and white morality system ala 3. I especially like it in RPG's where your reputation or relations with a faction causes enemies to flee or surrender or become terrified.

    • 1 week ago
      Anonymous

      Alpha Protocol had a good way of going about dialogue. You could get lots of different things out of people if you knew how to play them. If you read the dossier on them before speaking, you would get an idea of what approach to go with.
      I remember there's one conversation where the most successful approach is to just smash the guys face into the bar.

  11. 2 weeks ago
    Anonymous

    Players should learn to accept a "game over" screen as an acceptable ending for a pacifist playstyle.

  12. 1 week ago
    Anonymous

    No. Players are not part of a game's taxonomy. Next you'll make "fun" a requirement too.

  13. 1 week ago
    Anonymous

    Pacifist playstyle is legitimately boring as all fuck unless it just means stealth. The only way to give it some form of gameplay is to make them point and click adventure games. Which is a great genre, but not something you can reconcile with an otherwise combat-focused rpg, or at least no one has tried it so far.

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