So... are we talking about reforming the experience system?
Because basically that´s what it comes down to in RPG-discussions.
Learning by doing?
I think that would be a great option, but can anyone think of any recent game that did this?
(Heroes Quest I: So you want to be a Hero? comes to mind)
Yes, I´d love to see that in a game again.
Back to the topic. I agree with Roderik on this one. Encounter means encounter, not slaughter. But it can
The only problem with random "encounters" is that you´d have to make a huge library of sub- and mini quests. And I wouldn´t even go as far as to call them that.
If you create them "randomly" you´ll just end up saving the same cat/dog/princess again and again and again....
Maybe the experience point thing has to go alltogether.
Because in all the generice XP based RPGs the distribution of XP has dictated the course of action. (Help the poor woman find the lost puppy - get 1000xp, kill the puppy, rob the woman 20xp and an negligable sum of gold).
I like the idea of going through a game not having to kill all the time, but not because I´m such a nice guy. An alive experience is the only thing i want from an RPG. If I don´t have to kill to get to my goals it´s good, but the average player will kill anyway, because he´s used to it. Sad as it is, but in your next-generation RPG you´d actually need a reason for not killing. (Like the town guard coming to hang you...)
I personally would still resort to murder (as I´m a mean bastard). If I snuck into the orc camp and petrified the warriors chances are i´d still want to cut their throats or push them into the river/fire whatever just to make sure they don´t cause any trouble.
I guess what I´m trying to say is that when talking about RPGs one must not consider anything as "good" or "bad". The aim of a good (so far only tabletops can do this) RPG is to give the player the freedom to solve the problems any way he sees fit. If he wants to kill, let him. If he wants to talk, let him.
But WHEN he solves a problem he should be rewarded equally for equal outcome.
Example: a gate, two guards. For whatever reason you (player) want in, they won´t let you. Kill them, poison their wine, make them sleep, petrify them, talk your way through..... it should not matter.
If the player can succeede with every skill true roleplaying is finally possible on the computer. Because then you´ll finally be able to get through without fighting/magic/talking, whichever you choose.
But i suspect that your average player will not want this. Think of DIablo. No story, no surprises, no roleplaying. But people love it. So i guess RPGs will always have a strong violence factor...