To get back on the subject at hand-- yes, random and touch have their disadvantages. But many people seem to make the argument that touch encounters are "less believable" because the enemy sprite doesn't match up, or the enemy doesn't chase them in what they feel is a realistic fashion, or that the encounter is forced, etc.
Uhm. Hello? Invisible monsters that just sort of sneak up on you? (even when they're giants, robots, dragons, or giant robot dragons) Having to go to a separate, static battle screen? Fighting monsters by pointing at words on the screen? Sorry, but if believability is a purported downside for touch encounters, I have to ask if we've been paying attention to the RPG genre at all.
And as for "forced touch encounters," tell me, other than games like Wild Arms and Exit Fate, how many random encounter games give you a choice when the God of Random Numbers comes a-calling? Do we need to make sacrifices to His Randomness? (I call him Modnar). If so, I've got a whole treefull of squirrels and I'm not afraid to use 'em.
I'd like to address some of your points though, Tai. I have to agree that abandoning all battles entirely is throwing the baby out with the grindy, repetitive and unnecessarily monotonous bathwater. I, on the other hand, fall into the "Reduce the battles drastically" camp.
And where did I say it wasn't? Ha ha. Combat is a means to an end for me. It's there because players tend to enjoy feeling strong and powerful by the end of the game.
First off, if you actually accomplish this feeling in an RPG, you'd be one of very few to do so. I get that this is the supposed reason for stats and leveling, but most RPG's--commercial and indie alike--fail when it comes to allowing the player to truly feel how strong they've become. It's a delicate balance, and rather difficult to achieve, but a leveling system is kind of pointless without it. That said, I wish you luck in your endeavor.
By disabling battles just to look around or enjoy the story, you're basically telling me you'd rather be reading a book than playing a video game. If that's the case, why not just read the book? Or watch the movie?
With some very rare exceptions, books and movies are linear narratives. If the only thing that turns a linear narrative into a "game" is a battle system and stat engine, that makes for a mediocre gameplay experience. Sure, a good story and interesting world might be able to redeem it as a multimedia experience (Final Fantasy, Dragon Quest, Xenogears, etc. are good examples), but as a game, it's barely one at all.
If you're playing D&D, this is a different story. But, as I'm sure most people know... D&D is absolutely nothing like a standard RPG Video Game. It just isn't. There is no comparison. Apples and Oranges here. When you program a specific game with specific events, it is meant to played in the way it is programmed. There's no way to do it differently.
Look, I know the Bioware/Black Isle games (Baldur's Gate, Planescape: Torment, etc.) were not perfect analogues for D&D-style roleplaying. But they're damn close, and many JRPG's and WRPG's could stand to learn a lot from them. Hell, even a lot of Bioware's
current lineup could learn a lot from those two.
Yes, there are things you can't do, but when you compare it to the number of games that won't let you cast 98% of your spells outside of battle, the freedom you do have is almost mind-blowing. And there are many different ways to approach just about any sort of quest or encounter in those games. Stealth, lock-picking, blasting with an Entangle/Fireball combo from afar...
But I guess that makes them "not RPG's" according to the some of the posts from others about how stealth and such aren't part of the genre. If only those amateurs at Bioware knew that the true RPG experience is only accomplished by level-grinding in a 5x5 circle waiting for monsters to attack.
...
Anywho, I bring this up, because many of these things can be done in RPG Maker without even having to script. Sure, those games had a dynamic battle system(which would need some serious scripting to be duplicated, mind you) but even without that, there's a ton of stuff to do.
That's RPGameplay.
Look at Mass Effect as an example. 99% of all the choices you make in game do not affect ANYTHING except some kind of "final score" at the end of the trilogy which can be buffed purely by spending enough time in the multiplayer. Because of the multitude of choices involved in that kind of "roleplaying", you're being railroaded without KNOWING you're being railroaded.
Maybe it's because I only played the first Mass Effect, but I could have sworn that going Renegade or full Paragon would open or close options in the game for me. I could also choose to kill or not to kill, to extort or not extort, etc. Even when it doesn't affect the ending at all, if it changes the way the game world reacts to you, or allows you to discover more of the game's universe off the beaten path, then mission accomplished. Even if you only have two ways of approaching a problem, it's still more than the vast majority of RPG's allow.
Can an RPG be made that involves zero combat and only a storyline? Yes, it can be done. The problem? These games rarely sell well because these games rarely have any "gameplay" in them.
I agree wholeheartedly. The only problem is, such a game would be seriously hampered even if it had battles, because "forward" should not be the only available direction in either a literal or figurative sense. If that's the case, even with battles, it's
just barely a game, and missing out on the potential to be much better by incorporating more diverse gameplay elements.
I certainly don't want to spend $60 on a game that is essentially a 3 hour movie. LotR Trilogy is cheaper than that and much longer! It's the reason I refuse to get "The Walking Dead" and all its episodes. Doesn't feel like a game to me, doesn't feel like anything I do actually matters 'cause there are so many finite endings and much of what you do doesn't matter. Save someone in episode 1, they die in a different episode anyway. I don't want to spend my money or time playing a game that essentially plays itself.
I certainly wouldn't either. But as an adult with limited time on my hands, I'd be loathe to pay the same for a 40-hour turn based RPG that was essentially 37 hours of level grinding as well.
While battles do serve as a distraction, they also serve as filler, with level-grinding unnecessarily padding a 10-20 hour game into a 40-50 hour one. That's 30 hours that many of us have to claw and maneuver and finagle and fight for. Especially if we have family, work or other personal commitments. Then we have to spend that hard-fought time walking in circles because the developer was afraid we'd gorge ourselves on too many of the goodies in their game and wouldn't eat our level-grind-veggies.
Have I done that? Yes. Has it been worth it? Occasionally. But seriously- SCREW. THAT. With a chainsaw.