Demnogonis Saastuttaja
Magister
Well, if you can't bring yourself to call something RPG if it doesn't involve combat, fine by me. I like adventure games, too, perhaps more than late RPG:s anyway.
I disagree. Combat can't be the only difference between the Adventure and RPG genres. Adventure games tend to be linear, have little to no stats/skills and have a heavy focus on puzzles. I can imagine an RPG with little to no combat, choices and consequences and character progression and advancement.
Adventure games don't have stats and don't have character development. There's also no random element.OldSkoolKamikaze said:Red Russian said:Zero combat RPGs would definitely be the same as a bonafide adventure game. Which is cool as well.
I disagree. Combat can't be the only difference between the Adventure and RPG genres. Adventure games tend to be linear, have little to no stats/skills and have a heavy focus on puzzles. I can imagine an RPG with little to no combat, choices and consequences and character progression and advancement.
RPGs evolved out of D&D and CRPGs historically typified by Dungeon Hack clones which both suck.Joe Krow said:I want an rpg where I can play a secretary and sue my boss for sexual harassment. Of course it would have to be verbal harassment so as to avoid combat. What fun. Choice and consequence faggotry at its finest.
Rpgs evolved out of combat simulations. What you're looking for is interactive fiction... story time.
I would play both. Interesting ideas.JarlFrank said:Hmm, okay. I once had a nice idea for an RPG with only minimal combat. You're playing as some peasant woman, and the story is mostly like a fearytale as you get chosen by some prince to be his wife. But once you reach that position, you also have to deal with political treachery, other women who envy you and want to take your position, and, of course, some decisions in political stuff and so on. Basically, it would become more of a "medieval politics simulator" than RPG, but there would still be stats that determine the outcome of your decisions. You can also do other shit like romancing some of the other men, charming your prince, or having some lesbian adventures. Stuff like that, whatever a princess does that doesn't involve combat.
Yeah, magic really does suffer from the D&D mentality.avatar_58 said:Make it like Quest for Glory. The meat of that series isn't combat, it's the Sierra style puzzles and whatnot.
So - cut out combat stats like parry, dodge, etc and leave in everything else. Basically you'd choose a profession like Thief, Wizard (who somehow now cant cast harmful spells) and maybe throw in some other professions now that the "Fighter" is not available.
Instead of killing you'd sneak into places as the thief, or get by using magic spells like invisibilty or whatnot. Leave in the adventure game styled puzzles or else you'll lose a great deal of players.
Also thrown in some dialogue puzzles that work off your character's intelligence.
Seems completely possible to me, although it would work easier if comabt was the only thing disallowed, versus player violence. In other words allow stealth murder, allow you to cast spells like "Freeze" to turn them to ice.
Glad to say I never played either... is this a subtle way of you saying zero combat RPGs are necessarily gay?Andhaira said:There have been rpg's released with no violence and some have been wildly successful:
Harvest Moon (all its iterations) You basically play a farmer, and everything that comes with it.
Princess Maker.
And some others.
I was thinking of no combat at all. Combat isn't a way to achieve your goals, if it is possible for you to instigate combat it will mean you failed as a player, there are no benefits even if you win. Combat is something you absolutely don't want.crufty said:an opening?
1) no combat at all, or only non-player *INSTIGATED* combat?
- meaning if somebody whoops on our your player, they can fight.
Why would it reduce choice? I think you're not trying to imagine, of course there would be choice. You would side with factions, you'd choose quests which might cut off other quest progression, you'd increase skills that would affect how the game plays out and give you differing chances of succeeding at different types of tasks.2. no combat at all...basically becomes an adventure game and not an rpg. rpgs are about choices and eliminating combat is reducing choice by 50%.
Yeah, business and politics type stories are the two concepts that I thought of first.Raapys said:It'd definitely have to do with either politics or business - we like the combat in RPGs because our characters get more and more powerful, etc. In politics or business you can achive the same effect only instead of fighting ability it'll be power/money.
Good points. Sports is definitely interesting, even just a deepened Championship soccer manager type of game. Or a game where you're a feudal lord, a story where the realm is in crisis, you have to make your fief prosper, use diplomacy, travel to court, organize secret plots, tactical marriage, form alliances to work your way up, organize assassinations even - but your character's personal combat prowess is never used.cardtrick said:There has to be some kind of gameplay element, I think. Most RPGs use combat for the gameplay, but it's true that there are other basic types of game than fighting: sports, city builders, puzzle games, mystery/adventures, economic trading games (like the Patrician series), space sims (well, they mostly do have combat, but you could strip them down to exploration and trading), etc. I think any one of those genres of game could take the place of combat in an RPG. Of them, I would say the economic trading games and space simulators are probably the best suited, but sports could work quite well (wouldn't have to be modern sports, either; could be ancient Aztec ball games with the losers sacrificed to the gods, or futuristic zero-gravity handball in space, or anything really). I'd probably most like to see an RPG/city builder -- I think that could be a really fun combination.
Yeah that too.crufty said:one genre that is completely unexplored is investigative horror / x-files.
Set in modern times, you could construct a city--a real city (say, San Antonio TX). Pick a game system (Delta Green)...professions could be actual professions. education actual high schools / colleges. degrees actual degrees. items actual items
Wrong. Stats are needed for resolving conflicting tasks. As for the importance of conflicts in drama, I assume that everyone can recognize it.BigWeather said:Strip away combat resolution and the stats and advancement is no longer needed and it becomes basically an Adventure game.
You're incapable of thinking of an enjoyable combat-free challenge. Fine. That's why there are professional writers and designers.Joe Krow said:I want an rpg where I can play a secretary and sue my boss for sexual harassment. Of course it would have to be verbal harassment so as to avoid combat. What fun. Choice and consequence faggotry at its finest.
Exactly.sheek said:And it would be a nice experiment. A true test of game design.
Joe Krow said:Rpgs evolved out of combat simulations. What you're looking for is interactive fiction... story time.
Wikipedia said:The assumption of roles was a central theme in some early 20th century activities such as the game Jury Box, mock trials, model legislatures, and "Theatre Games".
Zomg said:One false image that people get caught up with when they think of a ZCRPG is imagining a dialogue-heavy RPG like PS:T or Fallout and then just mentally subtracting the combat and seeing what's left, then considering that the archetypal ZCRPG. Instead imagine any other sort of basic, modular gameplay and substitute it for combat gameplay. For example, imagine something like a Tycoon game or Sim City game and just add an RPG framework. You have a PC in the gameworld that has parameters that are incident on that core gameplay - for example, in a Tycoon game RPG, an educated technocratic businessman (high doctrine, high knowledge) might get more detailed quantitative information, while a gregarious self made man (high charisma, high focus, low knowledge) might have advantages in face-to-face bullshitting. Imagine the game with expressive dialog of the same nature and with about as much importance as in familiar RPGs. There's nothing strange or exotic about all that - that kind of game would obviously work.
Right, dialogue can be just as much of a conflict as "combat." It wouldn't be wrong to call debating "verbal sparring" or "mental combat." Just as there are tactics and strategy to combat, there are tactics and strategy in argument. Word choice, tone, logic, sentence structure, etc. all determine "verbal combat" as much as aspects such as stance, positioning, initiative, and swordsmanship apply to physical combat. And if you compare a master rhetorician or a learned philosopher to a typical high school student, you will definitely see differences in stats and skills.Hory said:Wrong. Stats are needed for resolving conflicting tasks. As for the importance of conflicts in drama, I assume that everyone can recognize it.BigWeather said:Strip away combat resolution and the stats and advancement is no longer needed and it becomes basically an Adventure game.
Actually, when I looked at PST or Fallout then I do see the elements of RPG in dialogue. There are many instances in these games where being able to do something relies greatly on what stats you have. Imagine if these "dialogue" options didn't have stat requirements, and you will have a wholly different game. Not that I disagree at all with the rest of your post. In fact, recognizing the above shows that dialogue can be more complex and more "modular." I remember Joe Krow proposing an idea for a complex dialogue system a while back.Zomg said:One false image that people get caught up with when they think of a ZCRPG is imagining a dialogue-heavy RPG like PS:T or Fallout and then just mentally subtracting the combat and seeing what's left, then considering that the archetypal ZCRPG
Yes, and the player would choose how and when to use the skills, in the same way he does it in combat.sabishii said:Right, dialogue can be just as much of a conflict as "combat." It wouldn't be wrong to call debating "verbal sparring" or "mental combat." Just as there are tactics and strategy to combat, there are tactics and strategy in argument. Word choice, tone, logic, sentence structure, etc. all determine "verbal combat" as much as aspects such as stance, positioning, initiative, and swordsmanship apply to physical combat. And if you compare a master rhetorician or a learned philosopher to a typical high school student, you will definitely see differences in stats and skills.
I didn't mean at all that Fallout's dialogue was deep. But rather that there is a significant difference in the game due to that simply stat-check, which illustrates the "roleplayable" gameplay in dialogue.sheek said:Actually Fallout just has the occasional stat check, if you have INT > 7 you get X more dialog choices during the game, if you have INT = 1 you have one or two choices and none of the others, if you have anything else you get default. It's not all that deep and it's just the beginning or what should be implemented. Everyone who's played the game and wants the occasional non-combat solution knows to take INT 7.
NWN has more dialog (skill) checks and they actually have a random element.
sabishii said:Right, dialogue can be just as much of a conflict as "combat." It wouldn't be wrong to call debating "verbal sparring" or "mental combat." Just as there are tactics and strategy to combat, there are tactics and strategy in argument. Word choice, tone, logic, sentence structure, etc. all determine "verbal combat" as much as aspects such as stance, positioning, initiative, and swordsmanship apply to physical combat. And if you compare a master rhetorician or a learned philosopher to a typical high school student, you will definitely see differences in stats and skills.Hory said:Wrong. Stats are needed for resolving conflicting tasks. As for the importance of conflicts in drama, I assume that everyone can recognize it.BigWeather said:Strip away combat resolution and the stats and advancement is no longer needed and it becomes basically an Adventure game.
sheek said:Actually Fallout just has the occasional stat check, if you have INT > 6 you get X more dialog choices during the game, if you have INT = 1 you have one or two choices and none of the others, if you have anything else you get default. It's not all that deep and it's just the beginning or what should be implemented. Everyone who's played the game and wants the occasional non-combat solution knows to take INT of exactly 7, it's almost a bug.
sheek said:NWN has more dialog (skill) checks and they actually have a random element.
But why can't you turn the "tactical mini-game" focus to dialogue itself? Flesh out the dialogue system, make it a game in itself.Joe Krow said:I guess a non-combat rpg would be all right so long as it centered on some other form(s) of tactical mini-games (which is all combat is in the end). The problem comes when, as some suggest, the dialogue itself becomes the focus.
Offering additional dialogue choices based on the character's stats still gives the player the ability to play without any real limitation. The player is responsible for restricting the character's actions. He is basically larping. If, on the other hand, actual limitations were imposed by offering only stat/skill suitable choices, then the player is not doing enough to justify playing the game. He chooses stats and then goes along for the ride. Sure they could offer a little bit of each but I don't think many people would find larping with an occasional railroaded choice to be very compelling. It would need more.
The "game" in rpgs comes from the choices made in combat and dialogue. Taking them away might make for a nice simulation but it would be an awful game. Without a non-dialogue focus the game would be incredibly dull.
I keep picturing the scene from Full Metal Alchemist where these two really buff guys do nothing but flex their muscles at each other for five minutes until one of them gives up.
Because dialogue can only offer one of two things to the player: 1. An open choice, in which case the character is irrelevant 2. A restricted choice, in which case the player is irrelevant.sabishii said:But why can't you turn the "tactical mini-game" focus to dialogue itself? Flesh out the dialogue system, make it a game in itself.Joe Krow said:I guess a non-combat rpg would be all right so long as it centered on some other form(s) of tactical mini-games (which is all combat is in the end). The problem comes when, as some suggest, the dialogue itself becomes the focus.
Offering additional dialogue choices based on the character's stats still gives the player the ability to play without any real limitation. The player is responsible for restricting the character's actions. He is basically larping. If, on the other hand, actual limitations were imposed by offering only stat/skill suitable choices, then the player is not doing enough to justify playing the game. He chooses stats and then goes along for the ride. Sure they could offer a little bit of each but I don't think many people would find larping with an occasional railroaded choice to be very compelling. It would need more.
The "game" in rpgs comes from the choices made in combat and dialogue. Taking them away might make for a nice simulation but it would be an awful game. Without a non-dialogue focus the game would be incredibly dull.
DraQ said:No combat RPG would require pretty specific conditions to avoid artificially constrained gameplay. Now, minimum combat RPG (where combat would be purely optional and always/most of the time a bad idea) - that would be something interesting.