DraQ
Arcane
*Cue in Also Sprach Zarathustra*
Ahem.
To the point.
I've been thinking lately about mondblutian definition of an RPG. As we know it, his definition pretty much boils down to "ITZ A TACTICULAR GAEM, HURR."
It hit me, that while he is obviously off, he may not be that much off with this statement.
What is the single element that's pretty much defines RPGs? It's the character - not in the sense of given well defined protagonist, or fuzzily defined one which is better for LARPing. No, the character in RPGs is something that player can shape and which in turn shapes the way the game is played out in some way. In particular character's abilities are among the things shaped by the player and this is usually referred to as build.
Ok, but how is it different from characters in tactical games - how do RPGs differ from tactical games?
The answer hit me - tactical games are exclusively combat oriented, while RPGs seem to offer some extra-combat gameplay and relevant skills. So I propose a mondblut-compatible definition of RPGs - mechanically RPGs are tactical games with skillsets, gameworld and gameplay expanded beyond combat and tactical decisions.
But wait a minute - doesn't it contradict my own approach to RPGs as simulators of a character or adventuring party? I think it doesn't.
A tactical game is also a simulator of sorts, except rather than going up from basic mechanics towards increasing complexity, it goes down from general tactics towards finer detail.
A simulator will start with focus on mechanical details and by increasing range, scope and complexity of simulated events will allow higher level relationships to emerge as consequence of underlying mechanics ( ).
A tactical game will start with focus on abstracted tactics, but as detail increases it will allow mechanics to become subtler and more refined.
At certain level of detail and scope, both approaches pretty much converge.
The only sore point here is the story - scripted events have always been foreign objects from mechanics PoV, and while they may be indispensible, they will remain pain in the ass, as not just something computer can't handle on its own (as that's not much of a concern if you have proper skills) but as something rigid and unable to bend and change according to the mechanics - frictions and illogical dead-ends are inevitable here. It seems that the only thing that can help here is breaking large and rigid foreign objects into multitude of small and rigid foreing objects that can be handled independently and rearranged at will by the game engine, even if they remain just as inflexible.
Thoughts?
Ahem.
To the point.
I've been thinking lately about mondblutian definition of an RPG. As we know it, his definition pretty much boils down to "ITZ A TACTICULAR GAEM, HURR."
It hit me, that while he is obviously off, he may not be that much off with this statement.
What is the single element that's pretty much defines RPGs? It's the character - not in the sense of given well defined protagonist, or fuzzily defined one which is better for LARPing. No, the character in RPGs is something that player can shape and which in turn shapes the way the game is played out in some way. In particular character's abilities are among the things shaped by the player and this is usually referred to as build.
Ok, but how is it different from characters in tactical games - how do RPGs differ from tactical games?
The answer hit me - tactical games are exclusively combat oriented, while RPGs seem to offer some extra-combat gameplay and relevant skills. So I propose a mondblut-compatible definition of RPGs - mechanically RPGs are tactical games with skillsets, gameworld and gameplay expanded beyond combat and tactical decisions.
But wait a minute - doesn't it contradict my own approach to RPGs as simulators of a character or adventuring party? I think it doesn't.
A tactical game is also a simulator of sorts, except rather than going up from basic mechanics towards increasing complexity, it goes down from general tactics towards finer detail.
A simulator will start with focus on mechanical details and by increasing range, scope and complexity of simulated events will allow higher level relationships to emerge as consequence of underlying mechanics ( ).
A tactical game will start with focus on abstracted tactics, but as detail increases it will allow mechanics to become subtler and more refined.
At certain level of detail and scope, both approaches pretty much converge.
The only sore point here is the story - scripted events have always been foreign objects from mechanics PoV, and while they may be indispensible, they will remain pain in the ass, as not just something computer can't handle on its own (as that's not much of a concern if you have proper skills) but as something rigid and unable to bend and change according to the mechanics - frictions and illogical dead-ends are inevitable here. It seems that the only thing that can help here is breaking large and rigid foreign objects into multitude of small and rigid foreing objects that can be handled independently and rearranged at will by the game engine, even if they remain just as inflexible.
Thoughts?