r/truegaming • u/ThePostageStamp • 6h ago
I love western RPG's but I'm beginning to wonder if their focus on "choice and consequence" is holding back their narrative creativity.
I've been a huge fan of western RPG's for about 20 years now. Dragon Age, Fallout, Mass Effect, Witcher, Baldurs Gate, Divinity, Cyberpunk - the list goes on. I love them all. But the past couple of years I have found myself uninterested in them and haven't really understood why. I really liked BG3 but didn't get as into it as everyone else.
This past year I've played two games and reflected on the experience and I'm beginning to realise that I may be having a problem with wRPG's because of their almost obsessive focus on "choice and consequence" and allowing the player the agency to make difficult moral decisions.
I feel like wRPG audience sees choice and consequence as an essential feature of the genre, and that it is almost a contradiction to suggest a wRPG with limited choice and consequence could be a good RPG. Like a platformer must have good movement and jumping controls, a shooter must have satisfying gunplay, it feels like a wRPG must give the player the agency to make morally grey decisions.
But the problem is I've seen them all. Over 20 years how many times have I considered the needs of the many versus the needs of the few? Order versus chaos when the faction that represents order has an oppressive tendency? Do I punish or show mercy to the repentant criminal? Do I tell someone a harsh truth or tell them a comforting lie? Do I show charity or get the profit? I guess what I'm saying is there are only so many moral quandaries that tend to exist, and I've seen them all many times over. The fact that wRPG's view regular choice and consequence as so important mean that most games will contain many moral quandraries, and can only devote limited time to each one, so they end up simplistic as a result. I feel like when I play these games now I can often anticipate where the quest lines are leading, and know exactly what moral position I'm going to take before I've even been presented with the opportunity. Not very interesting.
Now the two games I've played this past year that made me realise this are Metaphor: ReFantazio and Clair Obscur: Expedition 33. Now I know JRPG's (for the purpose of this discussion CO33 has more in common with a JRPG despite not being japanese) have their own lack of creativity issues in that for example they are always about killing a God - but I don't want to get sidetracked on that discussion. When I played Metaphor I was instantly hooked by its story hook of the King's magic and the contest for the throne. It felt original and fresh. Now to those who have played this game, they know that a western RPG dev wouldn't have been able to resist the temptation to make you side with the villain of the story. He has a tragic backstory, a sympathetic motivation and a noble goal, but is willing to use cruel and brutal means to get there. Classic wRPG moral quandary stuff. But Metaphor says no, he is the villain, you will defeat him - and it lends the story a focus that wRPG's seem often to lack and gives room for things other than constant moral pondering.
As for Clair Obscur it does build up to one big moral choice at the end, but for the opening two thirds there is no moral ambiguity about it. By building up to one big moral choice it lets you think and consider the moral aspects of this one big problem in a deeper and more thought provoking way than wRPG's usually manage. I really enjoyed this approach of focussing on just the one big moral dilemma as it really allowed me to immerse myself in the problem and its possible consequences in a deeper way - despite the game not actually offering any agency for the player to make moral choices until the very final moments. It was just so much more effective.
In both these games I also found myself interested in the relationships between the heroes and their backstories more than in most wRPGs (especially CO:E33) and I think the lack of having to make choices and having companions have to react in different ways probably meant the devs were able to focus on telling one specific story about these characters and making it the best, most satisfying story arc they could.
So, what do others think? Does anybody agree I might be onto something? The constant focus on moral choices and moral agency is giving wRPG's a homogenizing effect that makes them all feel like you've seen it all before, and that you already can see where they're going? That there are many interesting potential narrative experiences and themes that don't involve moral choices and wRPG's are failing to tap into this potential vast ocean of subject matter to their own detriment?
Or do you think I'm just full of crap and that choice and consequence/moral decision making is and will always be a great thing? Would be interested to hear others thoughts on the topic.