LostProxy said:
Therumancer said:
The whole "Shooter RPG" thing is largely an attempt by the gaming industry to look at two of the most popular generes, and hope that if they can convince the fans that such a thing is possible through enough propaganda, than people will accept it. The problem of course being that actual RPG gamers are smarter than that. Shooter fans like the idea because it makes them feel smarter, RPG gamers on the other hand know what makes an RPG, and were there because they like all their numbers, stats, and similar things, and not having those things determining the outcome means they generally aren't going to be happy.
Whoa whoa whoa buddy hold on. Stop talking like you speak for all RPG fans and start talking for yourself. I've been an RPG pen and paper fan long before I was an RPG video game fan so I say this as a player of the genre distilled to one of it's purest forms (the other being completely without rules.) When I played DnD or Shadowrun or Eclipse Phase I knew how it was going to go. I could make my character as solidly as possible but when the action started my dice would be the ruling factor. You could put the odds on your side but chance was always an element. And that's how I liked it.
But video games give another option. An option where you can make the character as you like, have his/her skills determine certain factors, but in the end have the players skill be the final and most important element. I love that. It allows me to have my cake (character generation/progression) and eat it too (actually being able to do something beyond the numbers.) Not all RPG fans like that luck is a final decider when things are going bad. Not all RPG fans like watching the animations of characters hit each other.
Sorry if this was a little bit of a rant but I absolutely hate when people say they're speaking for a whole crowed when they aren't. They're speaking for themselves.
If the player's abillity influances it, then it's no longer an RPG.
It's not a matter of me "speaking for all RPG players" it's a matter of me putting down the cold, hard, facts of what defines an RPG, that's the mechanics determining the outcome of the action as opposed to the player's skill. There is no opinion involved, there is nothing subjective about it, it's a very simple pass/fail equasion which can be seen by tracking it down to origins of RPGs.
Now, this is not to say that you can't like more than one type of game. You don't actually have to be either an action gamer or an RPG fan, you can like both. It's simply about the definition, it's not a subjective one. Something is either an RPG or it is not. If your abillity to directly control the game influances the outcome of events then it's not an RPG. It might be a very good game, and it might entertain you greatly, but that doesn't make it an RPG.
The reason why I might seem a bit extreme, is because I have to analyze industry trends, which involves taking the human factor of "OMG, your talking about people and characterizing them in upleasant ways" out of the equasion, in order to explain how businessmen who do that, and who are quite up front about how they think, are making specific desicians. In general people hate sociology because it works, but it tends to be very impersonal and involves dealing with people as groups, not accounting for overlap, exceptions, and other things, largely because when the groups are big enough trends can be charted and the individual no longer matters. When I talk about "the lowest human denominator" and such, I tend to be very careful in the context I put it in, when talking about marketing forces. I am guessing this is why you are upset, but understand you really can't address the situation any other way when yout talking about business desicians, rationally computed audiences, and what things actually are. We like to think everything can be viewed subjectively, but that's not the case, and honestly I think that's one of the problems with people in general is that they don't entirely "get" when things aren't subjective, and when people make desicians based on things like sociology and stereotypes. People are trained to rail against the idea of stereotypes since they are young children, but those same people are manipulated according to them by advertising firms... which make big bucks, because the results speak for themselves. In school we used to have a big joke about how individuality is just another marketing ploy... since advertisers realize that EVERYONE wants to think they are a special, delicate flower, that breaks out of the mould compared to everyone else. Thus that becomes a stereotype and advertisers can thus use that desire for individuality in marketing by promoting products as being for those who embrace their individuality and specialness, while in reality they are just manipulating another mould. This is getting further and furhter afield of the point though.
Right now, when it comes to video games RPGs are very much a pass/fail thing. However it's a big audience so marketers are trying to find a way to mesh it into the more profitable action gaming market, so they can hit both demographics together without having to target one or the other. Simply put they try and get people to accept a differant definition of RPG, hoping that they can convince RPG players that something is not an RPG is one so they will be happy. It's a matter of long term manipulation.
To put things into perspective, this kind of thing started when they began playing with "real time RPGs" like say the "Eye Of The Beholder" series which were star driven, but rather than being turn based you clicked on the weapon icons which were on a timer, while the monsters animated the same way. It led to a lot of debates because it added a "beat the clock" element into the game as opposed to allowing people to carefully plan their moves, but because the player himself had little direct control other than setting the variables through character stats and equipment it passed the test. The next step up was probably the "clicker", the Diablo-style RPG where the player fights by moving the mouse around and clicking on the bad guys. The mouse always being in motion, and the player always doing something besides thinking. This became more debatable as an RPG because the customization and options was fairly limited, you could only access to many abillities at a time for example, and while the actions were resolved statistically, you could say evade enemy attacks by moving the mouse fast enough, which made your defense stats a little less important than they should be. That is where the first SERIOUS divide started, and really where RPGs on computers started to die. Some people who liked this kind of game decided that "yes, this is an RPG, look at the customization, I've got a jillion and a half types of armor... even if they are procedurally generated", actual RPG gamers however stuck to their guns, because why this type of game might be fun to this, they would not label it an RPG because the very abillity to engage in evasion based on the player's abillity to click a mouse meant it failed the litmus test. Once you can bypass the stats... at all, it ceases to be an RPG. This snowballed into later generations of action-RPGs, and allowed the RPG-name to sneak into anything that had customizable content or story (which was always just a trapping). The basic arguement used to defend Borderlands is along the likes of "if Diablo is an RPG, and allows you to avoid things by clicking a mouse, why isn't Borderlands? It lets me avoid attacks and land my own attacks based on my abillity to manipulate the controls". The flawed thinking here is in the assumption that games like Diablo were ever RPGs to begin with. "Action RPG" being by definition an oxymoron.
In no way assume that this means I am saying "Borderlands" or "Diablo" are not fun, or that people who are serious RPGers as well do not find a lot to like there. They are just not, and never will be, RPGs due to the way the mechanics work. "RPG" is just a marketing gimmick. Truthfully the term for something like a "Borderlands" or "Mass Effect" should be something along the lines of "customizable shooter". With Diablo and similar games (which I am very into... I'm tinkering a lot with "Darkspore" at the moment, and we won't even get into "Sacred 2" and some of the time I've put into that) a proper term with be a "click and act" game or just "clicker" going by some of the terms being used from the beginnings of the dialogue about them.
See, having some stats and customization does not mean something is an RPG, it's all about those things being the only factor that matters. When something else intrudes, and it ceases to be a purely intellectual exercise, it's no longer an RPG.
This is not opinion, this is simply how things are, and the point before thos whole rant, is that you can tell that by looking at how RPGs came into being, and what defined them as they came out of the primordial ooze of the human psyche (so to speak). They are what defined them to begin with. Like many things, the issues we see now are all human based, and are generally driven by business and marketing, because as games, RPGs forum a commodity. The value of games other than entertainment to the players, is almost entirely in the abillity of the people who create them to make money off of them, and that drivers the entire issue. The problem being that if you can make $100 million off of action games, and $90 million off of RPGs, greed will dictate they go with the $100 million, of course greed ALSO dictates that the people involved are going to try and contreive ways to get both markets buying the same product so they can make $190 million in profit. When dealing with contridictory concepts like this the businessmen in charge trot out the advertising experts who apply sociology to try and create the market they want to sell to.