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Non-Combat Character Development In RPGs?

Thanks to Tleaves.com for their article discussing RPGs that tinker with the basic hack n' slash formula to "try to provide incentives for non-combat development." The author comments on combat-heavy RPGs: "Sometimes my best friend sees me playing Angband and asks me what I'm doing. 'Knitting,' I say, and this is pretty accurate - it's repetitive, mindless, and somehow comforting." But he suggests that, while levelling up via combat is great fun, "...there is room (and indeed desire among players) for higher aspirations as well", referencing Ultima IV ("most of the interesting parts of the game were actually unlocked by ethical development") and The Witch's Wake module for Neverwinter Nights ("Experience is meted out specifically for reaching various narrative goals. Combat yields no experience whatsoever.")

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