Post by SpaceWolf on 2023-06-27 20:52:08
"What systems and features make roleplaying fun? What features help remove hurdles and barriers?"
For me, the best facilitator of roleplaying is immersion. For example, a good chunk of my heavily modded Skyrim install is built around adding little features that improve immersion. Things like NPCs reacting with surprise if you turn invisible, freaking out if you have a reanimated minion or summon following you, things like dynamic taunts in combat based on your race, etc, are all things that naturally pull me into the game, and from there, roleplaying comes naturally.
It's the little things, like having animations for gathering ingredients, or drinking potions, or interacting with furniture. It's little things like being able to spontaneously hug your friends, or pet dogs, cats, horses, or whatever other mounts and friendly beasts exist. It's little things like "seeing your character wave in a friendly way when they greet a child".
Animation based immersion can apply in combat, too - things changing your movement animations when you're really injured, low on MP, or tired, to reflect your weakened state.
Things like seeing your character look wet in rain or after swimming, or maybe sweating a bit during really hot weather, or bloodied when they're injured, also help.
Beyond that, things like having some NPCs inside a food shop actively cooking behind the counter, or seeing NPC fishermen, or really NPCs just generally living their lives outside the scope of what the player does is a big help. Having some NPCs who just don't actually give a hoot about you and are just, you know, patrons at an inn or whatever, is pretty great, since not everyone's lives should revolve around you.
When spread throughout a game, little features like this become more than the sum of their parts, and they combine to form an experience that's great at drawing the player into the presented world. And once you've achieved that, roleplaying comes REALLY naturally. When I feel immersed in the world, I'm not just "going to talk to X NPC to spend money on some potions for this dungeon run". Instead, I'm going to visit the local shopkeeper to stock up on supplies for a risky expedition later. And in practice? There's a big difference between those two feelings.
For me, the best facilitator of roleplaying is immersion. For example, a good chunk of my heavily modded Skyrim install is built around adding little features that improve immersion. Things like NPCs reacting with surprise if you turn invisible, freaking out if you have a reanimated minion or summon following you, things like dynamic taunts in combat based on your race, etc, are all things that naturally pull me into the game, and from there, roleplaying comes naturally.
It's the little things, like having animations for gathering ingredients, or drinking potions, or interacting with furniture. It's little things like being able to spontaneously hug your friends, or pet dogs, cats, horses, or whatever other mounts and friendly beasts exist. It's little things like "seeing your character wave in a friendly way when they greet a child".
Animation based immersion can apply in combat, too - things changing your movement animations when you're really injured, low on MP, or tired, to reflect your weakened state.
Things like seeing your character look wet in rain or after swimming, or maybe sweating a bit during really hot weather, or bloodied when they're injured, also help.
Beyond that, things like having some NPCs inside a food shop actively cooking behind the counter, or seeing NPC fishermen, or really NPCs just generally living their lives outside the scope of what the player does is a big help. Having some NPCs who just don't actually give a hoot about you and are just, you know, patrons at an inn or whatever, is pretty great, since not everyone's lives should revolve around you.
When spread throughout a game, little features like this become more than the sum of their parts, and they combine to form an experience that's great at drawing the player into the presented world. And once you've achieved that, roleplaying comes REALLY naturally. When I feel immersed in the world, I'm not just "going to talk to X NPC to spend money on some potions for this dungeon run". Instead, I'm going to visit the local shopkeeper to stock up on supplies for a risky expedition later. And in practice? There's a big difference between those two feelings.