As I mentioned yesterday, I think
combat is an essential component in an RPG. Combat allows players to
dive into the action and put their characters to the test, utilizing
the various skill choices and design decisions they've made for their
characters. It almost seems that experience point rewards for
defeating enemies is inseparable. In most games where experience
points are given out for enemy deaths, players have no incentive to
use stealth to avoid a battle—stealth is only used to get the jump
on an enemy in order to deal more damage. Like stealth, dialogue is
also rarely used in a lot of games to circumvent conflict, unless it
is clear that the battle cannot be won (though players often jump
into any battle, regardless of how outmatched they might seem to be,
and then cry foul if they all die to a superior enemy.) Why do
players always insist on such bloodthirsty, brazen approaches to
every challenge? Experience points are quite often the incentive for
this hack and slash approach, serving as the carrot on the proverbial
carrot-and-stick. Although combat is an essential part of a
successful RPG, it often seems that combat has become the primary
focus for most players, and the other components of RPG's—namely
roleplaying and storytelling—fall to the wayside as peripheral
elements.
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