Spectrum_Prez said:
Let me ask you, what is role-playing? Is it building your own character in a game? Is it trying to step into the shoes of a preset character? Is it trying to change the personality of a preset character over the course of a game? Is it trying to mold the character after you, the gamer? Is it trying to adopt a personality that is opposed to your natural inclinations?
Im going to go with the Table Top roleplaying definition and say yes to all of the above. It is playing a role, and taking actions and decisions to support and play out that role.
Spectrum_Prez said:
That's one set of problems. Here's another: is your 'role' in gameplay function more important or your 'role' as a personality type? In other words, if you are a lawful evil rogue, is the rogue part more important, or the lawful evil?
Im assuming your talking about dungeons and dragons, in that case, rogue is simply a term for a set of skills and advancements (not a personality), lawful evil is a generised description of your morality, morality in and of itself is somethingprofoundly complex. You seem to want to break role into different parts, when in reality it is entirely dependent on the role your playing. A paladin is often a tank but his alignment requires that he step out of his combat role to have his personality type (save an innocent over protecting the party for example)
Spectrum_Prez said:
If you have very strict answers for these questions, you start ending up with very obvious RPGs not fitting your new definition. Diablo has virtually no personality development, does that mean it isn't an RPG? JRPGs (and many WRPGs) don't let you create your own character, so are they now not RPGs?
Diablo is a hack and slash, not an RPG. JRPGs are a massively large category, if they don't let you create a character, do they let you make a in character decision? If so, they are rpgs, if decisions are only out of character, they are not rpgs.
Spectrum_Prez said:
What I'm getting at is that saying "RPGs are centrally about role-playing" is a completely useless cliche that doesn't define the genre and doesn't help us push gaming innovation in good directions. Definitions are never right or wrong, they are only ever more or less useful.
Thats pointless, if I point at an apple and define it as an orange, the definition is wrong. How does having a definiton stop innovation? What stops you from making the game you want? Why are you making a game based upon a definition? I'm a little bit flabbergasped at this statement.
Spectrum_Prez said:
So coming back around, I'm saying that Bioware games have always been half-adventure games because they readily accepted the 'RPG' label but were more concerned with story than with any other aspect of the gameplay experience. Eventually, Bioware found that classicaly 'RPG'ish mechanics were holding them back and so they ditched a few. It's an obvious evolution, not a revolution, and certainly some type of betrayal.
Thats not adventure, running around in Baldurs Gate and overcoming the kobolds using the combat system only to then be approached by the captain of the guard you've been ordered to hunt down and kill who gives you a riddle. Solving it gives you the option to take him alive and allow him to redeem himself, disconnecting him from his cursed weapon. RPGs should be about that kind of story driven gameplay. I don't see how story drive gameplay makes it an Adventure game. Adventure games are very much about interactive stories but your role is rarely if ever entered into the equation, Bioware's games have almost always been character driven. Though Adventure in itself has always been the broadest of definitions anyway that practically anything can be put into it if you can justify the word 'explore' in relation to the game.