Shaki
Arbiter
This is the world Disco fans want
This is the world Disco fans want
It's an Action RPG.now, is Dark Souls a RPG? nope. done SL1 playthroughs of them all. again, stats at char creation and leveling are RPG-elements, but at its core it is an action game.
If majority think this is a woman, does it make it one?It's an Action RPG.now, is Dark Souls a RPG? nope. done SL1 playthroughs of them all. again, stats at char creation and leveling are RPG-elements, but at its core it is an action game.
There comes a point where you have to accept that just because you don't think of it as an RPG, the vast majority thinks otherwise and thus decides what it is.
We've had interminable discussions about the RPG genre; the best definition is based on three essential sets of components: characters, combat, and exploration. More precisely, we could define the crucial individual elements within those sets of components:Instead of just taking cheap shots, why not actually contribute a meaningful definition of your own? It's always easier to attack others than to actually have a position.
Do you have scientific proof on what makes an RPG?If majority think this is a woman, does it make it one?
Believe it or not, that's actually an RPG.If majority think this is a woman, does it make it one?It's an Action RPG.now, is Dark Souls a RPG? nope. done SL1 playthroughs of them all. again, stats at char creation and leveling are RPG-elements, but at its core it is an action game.
There comes a point where you have to accept that just because you don't think of it as an RPG, the vast majority thinks otherwise and thus decides what it is.
Shiiiiiiiet, still better RPG than discoBelieve it or not, that's actually an RPG.
We've had interminable discussions about the RPG genre; the best definition is based on three essential sets of components: characters, combat, and exploration. More precisely, we could define the crucial individual elements within those sets of components:Instead of just taking cheap shots, why not actually contribute a meaningful definition of your own? It's always easier to attack others than to actually have a position.
1. Character Progression (leveling up to become more powerful)
2. Character Customization (at least classes and attributes, though classes can be replaced by a skill-based system; party customization can substitute)
3. Equipment (weapon, armor, other things that give active or passive benefits; better equipment makes a character more powerful)
4. Inventory (items on hand that can be switched with equipment or consumed)
5. Character-Skill-Based (player chooses character’s action, but success of character’s actions depends on statistics and the game system, not the action of the player)
6. Deliberation (player has opportunity to consider character’s actions before choosing what to do; in real-time games at least a pause function)
7. Randomness (dice-rolls or something else to remove determinism)
8. Statistics (game system is coherent and transparent enough that player can weigh the numbers to gauge the chance of success in an action)
9. Exploration (Player has control over character’s movement through the gamespace and can make meaningful exploration decisions rather than follow linear path)
10. Dungeons (a mythic underworld to explore; many RPGs have only a dungeon without an overworld, but it is more difficult to be an RPG with an overworld but no dungeons)
11. Openness (players have control over their characters’ movements and objectives in the world rather than being forced into particular quests; difficult in CRPGs and fairly rare)
12. Logistics (players must manage their characters’ resources, due to inventory limitations, encumbrance, stamina/fatigue, need for food, need for water, need for sleep, realistic lighting and a day/night cycle, Vancian magic memorization, weapon/armor deterioration and repair, etc.)
Just as RPGs can be categorized by major subgenres, we can also identify RPG-adjacent genres of games, which have similarity with RPGs but are clearly distinct.
Major RPG Subgenres, with some examples of games that are both high quality and fit well into the subgenre:
- Rogue-likes: Rogue (1980), Telengard (1982), Nethack (1987), Ancient Domains of Mystery (1994)
- Turn-Based Blobbers: Wizardry: Proving Grounds of the Mad Overlord (1981), Wizardry VI: Bane of the Cosmic Forge (1990), Might & Magic: World of Xeen (1994), Grimoire: Winged Heralds of the Exemplar (2017)
- Garriot-likes: Ultima III: Exodus (1983), Ultima IV: The Quest of the Avatar (1985), Ultima VII: The Black Gate (1992)
- Real-Time Blobbers: Dungeon Master (1987) & Chaos Strikes Back (1989), Legend of Grimrock (2012) & Legend of Grimrock II (2014), Eye of the Beholder (1991), Black Crypt (1992)
- Tactical RPG: Pool of Radiance (1988), Death Knights of Krynn (1991), and other Gold Box games, Perihelion (1993), Temple of Elemental Evil (2003)
- Underworld-likes: Ultima Underworld: The Stygian Abyss (1992), UU II: The Labyrinth of Worlds (1993), The Elder Scrolls II: Daggerfall (1996), King’s Field IV: The Ancient City (2002)
- JRPG: Final Fantasy VI (1994), Final Fantasy IV (1991), Final Fantasy IX (2000), Planescape: Torment (1999)
- C&C: Fallout (1997), Fallout 2 (1998), Arcanum (2001), Age of Decadence (2015)
- Open World RPGs: The Elder Scrolls III: Morrowind (2002), The Faery Tale Adventure (1986), Fallout: New Vegas (2010), Kingdom Come: Deliverance (2018)
- Action RPG: Dragon’s Dogma: Dark Arisen (2012/2013), Demon’s Souls (2009), Dark Souls (2011), Salt & Sanctuary (2016)
RPG-Adjacent Genres, with some examples of games that are both high quality and fit well:
Disco Elysium is yet another example of a CYOA with RPG elements, which is to say a gamebook.
- Squad-based Tactics w/RPG elements: Jagged Alliance 2 (1999), X-Com (1994), Final Fantasy Tactics (1997), Troubleshooter: Abandoned Children (2020)
- Strategy w/RPG elements: Heroes of Might & Magic II (1996) and other HoMM games, Sword of Aragon (1989)
- Adventure w/RPG elements: Quest for Glory (1990) and sequels
- Beat-‘em-ups w/RPG elements: Dragon’s Crown (2013), Dungeons & Dragons: Tower of Doom (1994) / Dungeons & Dragons: Shadow over Mystara (1996)
- Action w/RPG elements: Deus Ex (2000), Blade of Darkness (2001)
- Metroidvania w/RPG elements: Bloodstained (2019), Hollow Knight (2017)
- Person Simulator: Alter Ego (1986), Princess Maker (1991) series, Wonder Project J (1994)
- Gamebooks: Warlock of Firetop Mountain (2016), Disco Elysium (2019)
Similarly to late King's Bounty games or Heroes of Might & Magic IV (specifically, IV had consumables, meaningful party composition, heroes could actively take part in battles, and character customization had much bigger implications than in previous entries).Amusingly, Disco Elysium contains every one of those elements outlined. I mean presuming "underworld" includes things like the church, interior / underground areas, etc. Which I assume it would, otherwise a whole lot of games would not be RPGs.
There are far more gen z weeb coomers into VNs than there are into shit like Disco Elysium
There are no RPGs or RPG-like games that are mainstream with zoomers, it's very niche
I had a fun discussion about this the other day. To a lot of younger people, BG3 is much easier to get into than RTwP RPGs like BG1/2 or PoE & Pathfinder.Just a random anecdote, but some older zoomers I know seem to have taken a shine to BG3. According to them, it's basically mainstream. Not as mainstream as palworld or minecraft, but it's getting there.
but it is - you guys think Disco Elysium is an amazing game, plus the devs identify it as a RPG. so you want it on the "best RPGs of all time" list, without questioning if it even belongs here.It is not the question of liking it or not.just because you like a game, it doesn't make said game a RPG.
You're going into a weird territory here, because if you break everything into "RPG-elements + something else" (for example Icewind Dale is tactics with RPG-elements) then suddenly nothing is an RPG. In my opinion there is a difference between something having RPG elements as minor support points (which, I agree, is very common) and RPG elements being the core of the game.character creation and possibility of leveling are RPG-elements, but tons of games have RPG-elements nowadays.
I think you simply don't understand what constitutes and RPG and as such shouldn't be here. Stick to general gaming.if you really think that Disco should belong on the RPG Codex list of greatest RPGs, you're an enabler of decline and should stick to other gaming forums, instead of dragging this one down to mainstream level.
If it gets high on the list, then it means that's the will of the people. I'd rather not falsify the results merely because I dislike one game or another. But that's just me.I'd even advise to vote for Planescape Torment in a new poll despite it being a meh-RPG (but a fantastic storytelling-game) just so Disco doesn't get high on the list.
1) I don't really care about Disco Elysium getting on any lists. But if there is going to be a vote, then I'd like such a list to be honest and will cast my vote as I see fit and expect others to do the same (as is only right). But trying to rig the vote in order to get a "correct" result is... just wrong. Evenmoreso considering the Codex still has no unified answer to "What is an RPG?" question.but it is - you guys think Disco Elysium is an amazing game, plus the devs identify it as a RPG. so you want it on the "best RPGs of all time" list, without questioning if it even belongs here.
you want "best of RPG" lists to look like
1. Red Dead Redemption 2 [...]
A few counterpoints:since D&D invented RPGs and D&D literally is a small scale wargame (=tactics) with stats, I think it's fine to say that tactics + stats = RPG.
not "weird territory", just sticking to the roots.
Stop pretending you're speaking for someone other than yourself.
"Gold"? It is literally me giving you a taste of your own medicine by redirecting your own words at you. No more and no less. And, yeah, it is supposed to be ironic. Good job catching it, I guess? And, yes, the kind of logic you displayed was pretty stupid. Hence me mirroring it back at you to show it.this is just gold. you may hold my parrot for this level of irony.
it's not "falsifying" the results if I think that Planescape is a good storyfag RPG and thus deserves it to be on the RPG list, instead of a good CYOA.
For me, one of the most important aspects of any RPG-like game is mastering the combat system. It involves two factors:I'm still waiting for someone to tell me which of the RPG tenets outlined above disco elysium fails to have, other than arguably "has an underworld", which is preeetttty tenuous. If you expand the "underworld" to include interior areas, basements, etc, disco Elysium fulfills all of the requirements given. That's not a matter of opinion, it's all there in the game.
I don't care if it becomes the codex's favorite, I'm just saying that it's ludicrous to say it's not an RPG when by your own given definition it clearly is.
Time to move the goalposts maybe?
For me, one of the most important aspects of any RPG-like game is mastering the combat system. It involves two factors:I'm still waiting for someone to tell me which of the RPG tenets outlined above disco elysium fails to have, other than arguably "has an underworld", which is preeetttty tenuous. If you expand the "underworld" to include interior areas, basements, etc, disco Elysium fulfills all of the requirements given. That's not a matter of opinion, it's all there in the game.
I don't care if it becomes the codex's favorite, I'm just saying that it's ludicrous to say it's not an RPG when by your own given definition it clearly is.
Time to move the goalposts maybe?
Does this game you are discussing have both of them?
- Getting the response from the game on how my character performs during combat. For that, I need a lot of data (that is, a lot of combat) in some pretty uniform format (unlike, for example, in typical platform games where things are often very hard to generalize).
- The ability to change my character / party composition depending on how my character performs (or is expected to perform) in combat.
And how about the ability to conquer a game? Say, at some point, I'm unable to solve some problems, explore some areas, or attain something; then, as I gradually master the game, I get more and more of the things I initially wanted (not necessarily all, or even most of them; just that I can see my character performing better at things it once had severe problems with).It's still an RPG by any definition I can think of, though. Just an atypical one.
And how about the ability to conquer a game? Say, at some point, I'm unable to solve some problems, explore some areas, or attain something; then, as I gradually master the game, I get more and more of the things I initially wanted (not necessarily all, or even most of them; just that I can see my character performing better at things it once had severe problems with).It's still an RPG by any definition I can think of, though. Just an atypical one.
Ironic.a rudimentary and rarely used combat system, and skill trees more of a CYOA than an RPG feels a bit disingenuous.
Then I think it would be easier to argue that Faster Than Light, or King's Bounty: The Legend and later, or Heroes of Might & Magic IV are RPGs.That said it's admittedly very basic compared to the sort of systems you are referring to in more traditional RPGs.
In other words: no one claims black people are white; meanwhile, you have loads of people claiming Disco Elysium is an RPG in this very thread.Asking for a definition of an RPG is a bit like asking for a definition of whiteness. Are Italians white? To some folks, I'm sure they are. Others could stretch the definition to its outer limits and claim that all Caucasians (Arabs, Indians, North Africans) are white. On the other hand, no one will argue that Swedes for example aren't white (apart from Benjamin Franklin).
To bring it back to RPGs, claiming that Disco Elysium is an RPG is like claiming that niggers are white
In other words: no one claims black people are white; meanwhile, you have loads of people claiming Disco Elysium is an RPG in this very thread.
We've had interminable discussions about the RPG genre; the best definition is based on three essential sets of components: characters, combat, and exploration. More precisely, we could define the crucial individual elements within those sets of components:
1. Character Progression (leveling up to become more powerful)
2. Character Customization (at least classes and attributes, though classes can be replaced by a skill-based system; party customization can substitute)
3. Equipment (weapon, armor, other things that give active or passive benefits; better equipment makes a character more powerful)
4. Inventory (items on hand that can be switched with equipment or consumed)
5. Character-Skill-Based (player chooses character’s action, but success of character’s actions depends on statistics and the game system, not the action of the player)
6. Deliberation (player has opportunity to consider character’s actions before choosing what to do; in real-time games at least a pause function)
7. Randomness (dice-rolls or something else to remove determinism)
8. Statistics (game system is coherent and transparent enough that player can weigh the numbers to gauge the chance of success in an action)
9. Exploration (Player has control over character’s movement through the gamespace and can make meaningful exploration decisions rather than follow linear path)
10. Dungeons (a mythic underworld to explore; many RPGs have only a dungeon without an overworld, but it is more difficult to be an RPG with an overworld but no dungeons)
11. Openness (players have control over their characters’ movements and objectives in the world rather than being forced into particular quests; difficult in CRPGs and fairly rare)
12. Logistics (players must manage their characters’ resources, due to inventory limitations, encumbrance, stamina/fatigue, need for food, need for water, need for sleep, realistic lighting and a day/night cycle, Vancian magic memorization, weapon/armor deterioration and repair, etc.)