thydungeongal answered:
So okay, it’s not just the quality of the writing, although to be fair; the writing is like really good.
But as for the mechanics: Disco Elysium is ultimately a video game. It is clearly inspired heavily by tabletop RPGs, even more so than most CRPGs are (like, Disco Elysium is pretty much a masterclass in terms of how well it manages to make a CRPG feel very close to a tabletop RPG in terms of player expression and the marriage of fiction and mechanics). Disco Elysium’s actual game mechanics are not all that remarkable, but the game uses them in such a way that pretty much necessitates it being a video game.
At its core, Disco Elysium’s resolution mechanic is based on a roll of two six-sided dice plus a skill rating, trying to roll greater than or equal to a target number determined by the difficulty of the action, and it uses a very traditional type of Pass/Fail method of determining results based on those rolls. It is, at the end of the day, unremarkable as a resolution mechanic. There is something to be said for the distribution of results on the 2d6 and how even a single plus can actually skew the probabilities in the player’s favor and how this combined with the fact that the game makes various individual +1 bonuses from drugs and clothes and whatever easily available to the player is a great example of ludonarrative harmony. But ultimately the system isn’t one that would exactly make tabletop enthusiasts hoot and holler.
But the game still uses that very simple mechanic effectively, not only because of the aforementioned stacking of bonuses (which is really easy to do in a video game but in a tabletop context often results in tedium) but also because the game is actually doing lots of hidden and rapid fire checks under the hood ALL THE TIME. When in a tabletop RPG you probably shouldn’t want to stop the flow of a scene where everyone at the table is jamming and narrating together for the sake of rolling a knowledge check, Disco Elysium is doing that for you all of the time. That is something where the game is making the most out of the fact that it can offload that stuff to the program, to be handled in the background at a rapid fire pace.
There is definitely stuff that can be taken away from Disco Elysium for the sake of tabletop RPGs, but its prose is hard to imitate without sounding pretentious or insincere, and its mechanics would be hard to replicate in a tabletop format because they ultimately rely on a lot of book-keeping that may be tedious to do manually as well as doing LOTS of rolls in the background that could potentially introduce unnecessary friction into gameplay if replicated at the table.