I have a very particular version of a rpg I want and so far I've only seen them with a couple aspects.
-Party-based -Either Turn based combat(Divinity Original Sin), Player twitch(Mount and blade) or at least real time(Kenshi) but with longer time to kill(Games like Baulder's gate, pillar of eternity, ect have that weird spacebar turn system I don't like having to smash it or set triggers that end up going off every second) -Random encounters(final Fantasy) -Permadeath[Battle brothers, Kenshi, Rimworld, Xcom](Although there needs to be a way to stop me from save scumming otherwise permadeath doesn't matter much) -Rogue-lite so every game is different and no replay is the same(Rimworld) -Grinding(Final Fantasy, Dragon quest Journey of the curse king) -Huge open sandbox world. -Very deep character customization traits, roles, skills, stats, ect . Randomly generated and player choice or even a mix of both together. -Serviceable graphics (Rimworld or Kenshi)but prefer realistic high detailed -Building(Rimworld, Kenshi) -Intricate, robust, randomly generated loot system(Divinity Sin but much more complex,Diablo) that can make a character overpowered as hell early on if found, but still balanced. - Not forced to follow a linear story campaign and other quests/features like (Monster hunting in Dragon Quest: JOTCK, Gwent and Blitz ball FF:X. -Dark atmosphere like(Diablo and BattleBrothers) -Multiplayer would be nice but not necessary.
I tihnk some people like hte technical aspects more than the abstract, emotional and choice-driven system. Choice-driven systems don't have to be technical. Action gameplay doesn't have to be technical. Technical character develoment means you have to look at numbers and weigh abilities to your build. You have to examine things closely. You have to gear it up. You have to examine hte gear to see if it's optimal. You're like a tinkerer..........................................................................
For some or many players technical decisions aren't what makes an rpg fun. They're obstacles to avoid or overcome.
We're not all the same. Eveyr person offering their insight or opinions in this thread is representing different, although sometimes similar viewpoints.
So what's non-tehcnical character development? It's just not having to examine things. You're playing a warrior, what more is there really to say??? You have a weapon. You train your skill. You make good decisions in combat. You talk to the right people. Etc. Not having to examine things means you haver a much broader viewpoint on your expeirence, resulting in mhch more abstracted experience. You think on your feet. It's like the differnece between turn-based and real-time gameplay. Turn-based is methodical--much more technical. Real-time is like thinking on your feet. Action-gameplay tends to be less technical as a result, since it's generally real-time. This doesn't mean it's dumb. Teamplay isn't dumb. Just because you never have to examine things closely doesn't mean it's dumb. I looked up the definition of methodical and it's this: adjective. The definition of methodical is a person who pays very careful attention to detail and who does things in a precise manner or following a procedure. A person who slowly and carefully reads all directions and then follows them exactly is someone who would be described as methodical. I think this definition fits very nicely the kind of gamer that likes to tinker with a build--play with the numbers.
Gorwe, another possibility is Grim Dawn. Maybe. There're tons of RPGs out there. I recently got Balrum but haven't touched it. I get games and then I don't play them https://store.steampowered.com/app/219990/Grim_Dawn/
@Gorwe Mordeheim only has permadeath, other than that it doesn't have any other features I want, its more like xcom which is very lacking on character cusomization.
So the most similar games compared to what I want are, Kenshi, Mount and blade, and rimworld. Battletech, Wasteland are fun.
Comments
-Party-based
-Either Turn based combat(Divinity Original Sin), Player twitch(Mount and blade) or at least real time(Kenshi) but with longer time to kill(Games like Baulder's gate, pillar of eternity, ect have that weird spacebar turn system I don't like having to smash it or set triggers that end up going off every second)
-Random encounters(final Fantasy)
-Permadeath[Battle brothers, Kenshi, Rimworld, Xcom](Although there needs to be a way to stop me from save scumming otherwise permadeath doesn't matter much)
-Rogue-lite so every game is different and no replay is the same(Rimworld)
-Grinding(Final Fantasy, Dragon quest Journey of the curse king)
-Huge open sandbox world.
-Very deep character customization traits, roles, skills, stats, ect . Randomly generated and player choice or even a mix of both together.
-Serviceable graphics (Rimworld or Kenshi)but prefer realistic high detailed
-Building(Rimworld, Kenshi)
-Intricate, robust, randomly generated loot system(Divinity Sin but much more complex,Diablo) that can make a character overpowered as hell early on if found, but still balanced.
- Not forced to follow a linear story campaign and other quests/features like (Monster hunting in Dragon Quest: JOTCK, Gwent and Blitz ball FF:X.
-Dark atmosphere like(Diablo and BattleBrothers)
-Multiplayer would be nice but not necessary.
MurderHerd
https://store.steampowered.com/app/219990/Grim_Dawn/
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