SausageInYourFace
Angelic Reinforcement
inb4 HiddenX shows up and posts the RPG Analyzer that he created with his SCIENCE!
But laptop guy has at least one stat: money.
What do you mean? He can, he's the representation of the player that takes part on all the macro aspect of the game. He just interacts with the world on a different level of abstraction.And I riposte with the fact that laptop guy himself never does, and cannot, step foot in the game world. Not an RPG.
abstraction
You can meaningfully interact with the game world, but it is rudimentary. You can open doors, you can shoot things.
Look back in history at the transition point from War Games to RPGs. What are the differences? Your answers lie there.
Chainmail (1971 Guidon Games edition)
http://index.rpg.net/display-entry.phtml?editionid=5134
What about stuff like Necromunda?There is actually a gigantic difference between a PnP/figurine war game and a PnP/figurine D&D game in that war gamers don't give a fuck about story/character development, while D&D gamers do, but once again the RPG label is used incorrectly for the latter therefore making it retarded.
Looking back at the historical transition from Chainmail to actual D&D is useful, and informative, and lends perspective, but it does not provide the answers. The nature of the transition from pen-and-paper to computer, which is a vastly different medium, gave birth to the question itself. It is a much more in-depth discussion than something like whether or not a CYOA is an RPG (it isn't).
In computer RPGs, every course of action that is allowable must be specifically coded for, potentially at great expense. At the single scene level, in a fairly open world game like Fallout: New Vegas, you can go into a shop and attack the shopkeeper, or buy from him, or conduct a canned discussion with him. You can't offer to go into business with him, or threaten him, or ask to marry his daughter, as these options haven't been coded in advance by a programmer, provided with art and sound, etc. But in a traditional RPG using the same setting, you could, as the only restriction on the players' activity is the mind of the present gamemaster and activity of the players; the game adapts to become what they all want to do instead of vice versa. Infinite scenarios are thus created using the same "engine."
What is true in one scene is even more true in the long term. The game's narrative, even in an open-world game, is constrained to the metaphor of the game and what it intends the player to accomplish. In the best CRPGs, a player can wander where they want to, and maybe pick one of several paths, and adapt based on "good vs evil" moral choices or the like. But they have strict limitations based on the need to control the narrative, including constructs like "the door that cannot be opened until a quest condition is met," or "the NPC that cannot be talked to until a certain phase in the game." A CRPG doesn't support many alternate paths and doesn't learn based on the player's choices. In a tabletop RPG, the prostitutes would stop getting into your car after a couple of them get killed, whereas in Grand Theft Auto they just keep lining up.
Of course, the tradeoff is that instead of extensive visuals and recorded dialogue and twitch-pleasing combat, all the activity occurs in the mind's eyes of the participants - but it can be done anywhere, anytime, with practically no gear or expenditure.
It is not just about choices, is the nature of choices.
I think that's the important point that Jedi Master Radek made and I'm inclined to agree with it. Even if the majority of CRPGs is stuck to imitating other CRPGs (Ultima, Wizardry, Fallout,etc), it all boils down to that in the end, because it's the original intent of the games that came before.CRPGs are just an attempt to imitate the freedom of an RPG
CRPGs are just an attempt to imitate the freedom of an RPG.
You are missing the point really hard.Yeah, whatever, pal. Like I said before, RPG Codex exists because of computer RPG's. Therefore this discussion shall be restricted to them.
What about stuff like Necromunda?
Also plenty of wargames follow actual campaigns, nobody is forced to play independent skirmishes.
In a traditional war game, story is the background fluff. In a RPG - ugh, hate that label - story is the front and center. The DM in a PnP RPG is a storyteller who develops the story according to the player's interactions with it. War gamers have no need for a DM because the story is secondary, even irrelevant, to the actual game play. But of course a lot of them ended up getting DMs because they wanted to make war games more RPG-ish. That's why a lot of war games today are closer to D&D than they are to traditional war games.
Yeah I agree.But of course a lot of them ended up getting DMs because they wanted to make war games RPG-ish. That's why a lot of war games today are closer to D&D than they are to classic war games such as RISK. This again shows the uselessness of labels.
Edit: Unless, of course, considering their PnP roots lends further credence to what makes them what they are.
You are missing the point really hard.
Looking back at the historical transition from Chainmail to actual D&D is useful, and informative, and lends perspective, but it does not provide the answers. The nature of the transition from pen-and-paper to computer, which is a vastly different medium, gave birth to the question of what is an (c)RPG itself. It is a much more in-depth discussion than something like whether or not a CYOA is an RPG (it isn't).