[QUOTE=Pleonast]
What RPGs need is more role playing.
To me that means more and better inter-character interactions, The Sims level of interaction. I want to be able to develop friendships, romances, enmities. Not only with a few pre-planted NPCs, but with anyone I meet.
And the NPCs should be self-motivated. I don’t want them to only interact with the PC, but to initiate relationships (positive and negative) with each other. Things should happen when I’m not there, but let me talk to my NPC friends (or beat out of my enemies) to find out what happened.
This implies that problems can be solved by more than violence. I should be able to sweet talk or distract or confuse or befriend the antagonists. Depending on how I play, maybe some the roles of some of the antagonists and protagonists switch.
[/QUOTE]
The Sims doesn’t really have a plotline in the sense that an RPG does. You play your cards right, every other sim can befriend your PC. Or not. There is little effect on the overarching world, only your conrner of it. There is no possible way to create a Sims-like version of a coheren’t storyline without it being cost and time prohibitive. Ask any game master of a tabletop RPG how hard enough it is for them to anticipate and react to the weird crap that their players pull, and that’s with a smaller group of people the game master likely has at lest rudimentary knowledge of personality and playing style.
Try to do this with a computer when you can’t really even anticipate what your audience is going to try to do. And the complexity of programming increases exponentially the more options you give characters to actually effect the world they live in.
CRPG’s have rails for many reasons, and it’s something that will never be overcome until computers can actually think for themselves. CRPG’s will always pale in RPG aspects to their tabletop counterparts.