Joe Krow said:Which tactical choices that you make in a turn based game are you not making in one that's real time? The only difference is the time you are given to plan and the players ability to put their plan into action. You don't loose much tactically by going to real time but you gain elements like fog of war and panic (which, if anything, makes real time a more realistic simulation).
Morbus said:In my eyes, a role-playing game is, first and foremost, a story.
Morbus said:But a RPG is also a game, which makes it different from stories found on books or movies, and it is the player’s ability to interact with the story that makes it a game. However, a role-playing game is something more than a simple interactive story, as it’s not the story that must allow for the player’s interaction, but, on the contrary, the player’s interaction with the other characters of the story that must create the story itself.
Morbus said:All things said, it is wrong to consider a game as a RPG just because it allows for player interaction in the story (be it in the long or short run).
My thoughts are exactly the same.Xi said:Progression to me is exploration, story/quest, gear, and stats. The current methods we see in games such as leveling and stat development may not be the be-all, end-all solution, but I think they are important even if there is a better way to implement them. Plus it's rewarding, though I think most RPGs focus on this too much. This usually gives the player a sense of only wanting to progress the character as the game promotes it so much. These games usually turn into a grind fest where the game is mostly a focus on progression of stats. (Diablo being a prime example, it was a Rogue-like progression game - which was Ok, but not entirely RPG. Also, most MMOs in existence suffers from this too.)
No, I understand you quite well. I didn't know what you meant at first but now I see. It's just that saying role-playing is a branching storyline is restrictive. You get a branching storyline in many many games which are not RPGs. Jedi Academy comes to mind. You have a plot turn where you can choose, and no matter how you look at it, that is NOT roleplaying. As I say in the article, a branching storyline is just that, a branching storyline. It's a storyline that allows the player to choose. A ture RPG, IMO, is that which creates itstoryline upon players' choices (among other things). There's a big difference. But I know what you mean, and I agree, to a degree. Implementing things like these is tough, and we probably don't have the technology necessary to create a true role-playing computer game, but that doesn't mean we can't theorize.Xi said:Edit: I'm being pretty vague, I know, but if you're not sure what I mean explain yourself and I'll see if I can narrow it and define it better for you. Maybe it won't look so good beneath a microscope.
I'm not changing that one. I'm probably going to do a part 2 though, after I read some more. Thanks for the advice C:Vault Dweller said:Sure. You act and interact and that progresses the story. I know what you meant, of course. You meant choices and all that goodness, but your definition wasn't clear on that part. We have several "what's an RPG" threads in the Monkey thread. They are an excellent source of well presented and different opinions. Take a look and finish the article.
Well, I usually don't like such small pieces, but yeah, it's very small. Not that it's much different from some articles I've seen in some other sites and some magazines even... As I said, it's not the end-all be-all thing, and I'll probably go for a second, more extensive round. In fact, I have some things written down, but they are overly complex IMO and I didn't think it'd be good to publish them as they are. I'm probably reviewing them, and doing an extensive article about RPG's in general, not only what they are... Don't know, gotta find some time to think and write and read firstVault Dweller said:Your writing is fine. The only problem with the article is it's very, very short. 3,000 words should be your average when it comes to shaping your thoughts into articles. Old man Saint preferred 5,000 words, but I lacked his skills and favored a 2,500-3,500 range.
They can't be, that's what I was trying to say (and obviously failed...). If interactive stories were genre defining, Jedi Academy would be a RPG, or STALKER, or any other random game out there with some plot turn where you get to choose. It's a story. It's interactive. It isn't enough. The story must be built upon player's actions and choices, and NOT simply allow for the player to interact with it. Look at pnp. Is the story interactive? Is it enough to say pnp rpg stories are interactive? You create them on the go if need be. That's my point.Xi said:I'm not sure if I understand what you're trying to say with this: "However, a role-playing game is something more than a simple interactive story" because this is exactly what you are defining. This I also believe is unique to role-playing. Interactive stories(Branching Stories as I call them), are important, and I consider them to be genre defining.
C'mon, the little guy next door doesn't know what it is, so I'm trying to help him...Jasede said:Are you guys STILL discussing "What is an RPG"?
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srsly
Well, changing or affecting the story might not even be necessary. I can imagine a RPG where the player is powerless to change a situation, but with plenty of involvement and drama in the act of trying itself.Xi said:What is important, however, is the ability to interact and change/affect the story.
So, is a Choose Your Own Adventure book a RPG?Squeek said:More than anything else, RPG is about storytelling. But unlike other genre where stories are told to you or shown to you, RPG casts you in the role of a character within a story. It's implied that your participation will make a difference, somehow, that your decisions will effect the story and change the way it unfolds.
You may not be able to change the big things in the story, but as long as you make a damn difference in the gameworld, you do change something, and you do play a role. Just like in reel lyphe.Hory said:Well, changing or affecting the story might not even be necessary. I can imagine a RPG where the player is powerless to change a situation, but with plenty of involvement and drama in the act of trying itself.
ORLY? And what would happen then? Wouldn't you be CREATING a story? A story always appear, and the role-playing is that story, that you create.Hory said:A story is not a requirement either. You could role-play a completely banal situation based on the same rules and mechanisms you would role-play saving the world.
What if you wouldn't be able to change little things either? What if you couldn't convince any of the characters to change? What if when you tried to move an object there would be a justified force/character that pushed it back? What if you couldn't even kill yourself? It's irrelevant, as long as you can try.Morbus said:You may not be able to change the big things in the story, but as long as you make a damn difference in the gameworld, you do change something, and you do play a role. Just like in reel lyphe.Hory said:Well, changing or affecting the story might not even be necessary. I can imagine a RPG where the player is powerless to change a situation, but with plenty of involvement and drama in the act of trying itself.
No you wouldn't, you would be creating a sketch. "You're a boy selling newspapers." That's not a story.ORLY? And what would happen then? Wouldn't you be CREATING a story? A story always appear, and the role-playing is that story, that you create.Hory said:A story is not a requirement either. You could role-play a completely banal situation based on the same rules and mechanisms you would role-play saving the world.
Jasede said:Are you guys STILL discussing "What is an RPG"?
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srsly
Morbus said:No, I understand you quite well. I didn't know what you meant at first but now I see. It's just that saying role-playing is a branching storyline is restrictive. You get a branching storyline in many many games which are not RPGs. Jedi Academy comes to mind. You have a plot turn where you can choose, and no matter how you look at it, that is NOT roleplaying. As I say in the article, a branching storyline is just that, a branching storyline. It's a storyline that allows the player to choose. A ture RPG, IMO, is that which creates itstoryline upon players' choices (among other things). There's a big difference. But I know what you mean, and I agree, to a degree. Implementing things like these is tough, and we probably don't have the technology necessary to create a true role-playing computer game, but that doesn't mean we can't theorize.Xi said:Edit: I'm being pretty vague, I know, but if you're not sure what I mean explain yourself and I'll see if I can narrow it and define it better for you. Maybe it won't look so good beneath a microscope.
Morbus said:They can't be, that's what I was trying to say (and obviously failed...). If interactive stories were genre defining, Jedi Academy would be a RPG, or STALKER, or any other random game out there with some plot turn where you get to choose. It's a story. It's interactive. It isn't enough. The story must be built upon player's actions and choices, and NOT simply allow for the player to interact with it. Look at pnp. Is the story interactive? Is it enough to say pnp rpg stories are interactive? You create them on the go if need be. That's my point.
Hory said:Well, changing or affecting the story might not even be necessary. I can imagine a RPG where the player is powerless to change a situation, but with plenty of involvement and drama in the act of trying itself.
Hory said:A story is not a requirement either. You could role-play a completely banal situation based on the same rules and mechanisms you would role-play saving the world.
For the last damn time.
An RPG does not need choices or consequences or even dialogue or NPCs to talk to. All this is fluff that makes an RPG more likable to the Codex, but does not-
No. No, I am not starting this again, it has been said countless of times already and nobody should care what the word RPG means anyway; games should be rated on the merit of the game, not how well it fits the bondage of some genre title.
You enjoy your fluffy honey definitons that make Wizardry and Ultima and Dungeon Master and pretty much most RPGs non-RPGs.
Indeed. But you have to be able to try INgame, not like in oblivion where you can try all you can't but you can't change shit.Hory said:What if you wouldn't be able to change little things either? What if you couldn't convince any of the characters to change? What if when you tried to move an object there would be a justified force/character that pushed it back? What if you couldn't even kill yourself? It's irrelevant, as long as you can try.
Technically it is. And we're talking technically here. We're defining something, so, it is a story. Any chain of events is a story. A boy selling newspapers that goes first this street and then that one is a story, kind of a story like those you tell 5 year old kids, but a story no matter what.Hory said:No you wouldn't, you would be creating a sketch. "You're a boy selling newspapers." That's not a story.
It's an attempt, yes, and the better the attempt the closer we are to reaching the state of a true RPG, but I'm one of those guys that says no CRPG is a true role-playing game. Of course arguing about that in this case is meaningless, as long as we understand eachother I think it's more a matter of semantics than anything else.Xi said:Exactly, it's the method of implementation that is lacking. How do we properly recreate infinite possibility within a story?(Or without a story) This is what I call branching stories because it is an attempt to achieve this to a much smaller effect.
It does have two endings. Still, you can't define something based on "how much" it is or does something. It's a common rule for definitions. Unless you're going for a quantic definition, where something is something when it reaches a certain number of things. I mean, the water boils at 100ºC, and if it's 99ºC it doesn't boil. The thing is, ultimately, the definition is that the water boils when it reaches its boiling point (or whatever it's called). You can't say it's a RPG if it has a certain number of "role-playing oppurtunities" because then who would decide how many "role-playing oppurtunities" would have game have to have in order to be considered a RPG? On the other hand, how the hell could you consider something like that a valid definiton? There'd have to be qualitative differences between RPGs and other genres, no simple common quantitative differences, because that' CAN'T be genre defining. See what I mean? (I'm sorry, I not really sure if I'm ever clear enough)Xi said:Also, I would argue that Jedi Academy is offering a role-play choice, but that doesn't mean we need to define it as an RPG. That's a very weak implementation because it's only a single branching choice.(Does it even have multiple different endings - I think this is important and is also part of my Branching stories idea?)
That's what I'm saying, that is just a branching storyline. You'd have predefined endings, and you'd only choose. In order to be a RPG, the game would have to build a story upon the choices, not the other way around. It's not just hard to implement. I believe it's simply impossible to implement with the common CRPG mechanics. For instance, the difference between Fallout's/Arcanum's ending and other CRPG endings. Fallout's is closer to a real RPG ending, because it is almost like procedurally build upon choices and consequences. I know it's not as cinematic and as nice to see (kewl?) as a common ending, but theorically it's much much better.Xi said:he method that I'm interested in has that type of interactivity with the story at multiple different places(maybe even hundreds), where the outcomes will often lead to entirely different endings. Also, these endings don't have to end the main overall story, just a portion of the story. Ultimately the game can branch off in numerous directions, some even leading away from the main story for a time, and then the character returns to a central theme, which also has indefinite branches with completely different outcomes too. Yes, it's complicated, I like to think of it as a maze of interconnected directions, but it can be done.
You don't affect the story, you just choose what side to take. Design wise, I mean. It's like saying that you affect the story of need for speed depending on which care you choose. You do affect the story, in a sense, but it's so ridiculously petty it can't be considered affecting, it's just a choice the devs chose to give you. I'm not too sure of this though, maybe I'm seeing the thing from the wrong side. Maybe choices in a story is role-playing, but I can't figure out how that can be :\Xi said:I see what you're getting at, but again I feel that those games are offering a role-play choice. It doesn't mean that those choices are enough to relabel the games, but it's still role-playing because you affect the story.
Sims does it. Of course you don't have dialog (true dialog anyway) and a lot of other things (like combat and stuff) but it does create a story on the fly... I can't see how that may affect CRPG design though... But Will Wright sure proved something more can be done with the right mechanics...Xi said:Creating a story on the fly would be optimal, but how can we recreate that?
I see, but what if that limitation is just genre restricting and you can't have true role-play on computerized platforms? Is is simply not a possibility? Because defining what a CRPG is, for me, is a dead issue, no more arguing over that one.Xi said:Given the current medium, it makes more sense to define a story, and then create as much interactivity with that story so that the affect the player has within it alters the course of the story dramatically enough to produce different endings and outcomes. I can't emphasize this enough, I believe that this is role-playing and I also agree that the implementation is just a limitation of the medium.
With today's techniques and mechanics, and technology, it isn't, but what if there is a way and we're just not seeing it. From a design stand-point, I see it as an interesting challange.Xi said:Recreating infinite story possibility, where the character drives a previously uncreated story in any random direction they choose, just isn't possible.
That is today's computer role-playing, yes...Xi said:The best way to achieve this is through a branching story where we can at least interact with and affect the story in ways that are meaningful for the character we are playing. That is role-playing.
Jasede said:Yes, Whiskey Wolf. I decided it isn't worth it. We've been through this. Only about, oh, 79 times by now.
Jasede said:Yes, Whiskey Wolf. I decided it isn't worth it. We've been through this. Only about, oh, 79 times by now.
Why?Human Shield said:By virtue of limited time requires options to be more limited.
So time pressure and fog of war are not issues for "veteran commandos?"And relying on player panic to simulate veteran commandos acting professionally is the worst type of immersion fetishism
HINT: Both simulate actionaction mechanics aren't going to make something more of an RPG just closer to an action game.
Outcomes can still be stat dependant in real time and it has no effect at all on how the plot develops.RPGs can get people excited due to system and rule design and wanting to find out what happens, not timed challenges or outcome based on player reflexes.
This holds true for any computer game, no?The real world provides more options then could ever be provided in a real-time environment with a mouse and keyboard
Because you are given time to survey that your character does not have. Hiding enemies is hardly equivalent.(and why do TB games not have fog of war all of a sudden?).
I don't disagree with that. However, the question is, which better simulates combat and makes for entertaining game play: the player making tactical decisions for his character in real time or with artificial pauses after every step? The computer is capable of crunching all the numbers necessary to let it be the characters actions and not your own. Turn based combat is a hold over from table top games. Why is it a requirement for crpgs?The whole damn point is to play character with skills you don't have. Would a USB door lock attachment that you have to pick yourself make you feel like your in the game with real pressure? RPGs aren't about that, they aren't focused immersion.
Morbus said:That's what I'm saying, that is just a branching storyline. You'd have predefined endings, and you'd only choose. In order to be a RPG, the game would have to build a story upon the choices, not the other way around. It's not just hard to implement. I believe it's simply impossible to implement with the common CRPG mechanics. For instance, the difference between Fallout's/Arcanum's ending and other CRPG endings. Fallout's is closer to a real RPG ending, because it is almost like procedurally build upon choices and consequences. I know it's not as cinematic and as nice to see (kewl?) as a common ending, but theorically it's much much better.
pkt-zer0 said:All-encompassing RPG definition: character skill over player skill. And from there you branch off into subgenres, depending on which aspects of interaction are focused on.
I'm fairly sure this is generic enough to fit anything you'd think of as an RPG, but does anything fit that isn't one?
Keldorn said:"Roleplaying : Choosing and then developing & playing your own unique character, while choosing and pursuing your own uniquely chosen path in the given game world, and having a uniquely profound impact ON that gameworld, based on your own unique choices and subsequently induced consequences."
-Keldorn The Paladin
In the sense that the character ability are not effected by the player ability - couldn't agree more, the player decides, the character perform!Human Shield said:The whole damn point is to play character with skills you don't have.