Sentox6 said:
remnant_phoenix said:
Nah, what I'm suggesting is that the quintessential aspect of the RPG should be the player's ability to make decisions that effect the story
That would mean retroactively re-labelling games, though; problematic at best. It also has the potential to undermine the definition you supplied earlier:
remnant_phoenix said:
1. to assume the attitudes, actions, discourse of (another), especially in a make-believe situation in an effort to understand a differing point of view or social interaction
If the player is given choice in shaping the story outcome, then the possibility exists that the player will simply make choices that confirm their own personal attitudes, meaning that the player is roleplaying in an aesthetic sense only.
I guess I just don't see any real value in trying to change a genre label now.
remnant_phoenix said:
by proxy, gamers shouldn't be so up-in-arms about games like Mass Effect 2 supplanting stats for a more action-based system of play.
I'm not sure how this necessarily follows. It seems possible the gamers upset about the changes in ME2 were upset because of their actual gameplay preferences, rather than because a label was contravened.
All good points, worthy of consideration.
I'm not really interested in changing genre labels. It would, as you said, get too confusing. Also, I'm in an extremely minority position, so my voice is drowned out by the opposition.
My grief is this: The assumption that "stats are what make an RPG an RPG" paves way for certain problems:
1) Lousy storytelling. I know too many people who are into tabletop not because they are interested in actually role-playing and crafting meaningful stories, but because they love the number-crunching and power-gaming, "I'm gonna make my character the most badass of all badasses!" If that's what some people like, I'm fine with that. My issue is that RPG developers see this behavior and assume that players care more for numbers and system than story and pathos. I've heard people rave about Demon's/Dark Souls, yet I've heard nothing regarding the quality, good or bad, of the game's story.
To me, the best RPGs will have a great system AND a great story. It's disheartening to see so many of those who are more interested in systems encourage developers (through buying power) to make games for people who are more interested in systems when RPG devs could be pushing the development of amazing game stories. When I was younger, the RPGs I played had the most interesting game stories. Recently, the most interesting game stories I've experienced have been outside the RPG genre in games like Red Dead Redemption and the Assassin's Creed series. Maybe I'm wrong, but it seems to me that focusing on system over story has contributed to this trend.
2) Unfair expectations. A game like Mass Effect 2 comes out, and some people go as far to argue that it's not an RPG, but a third-person shooter with some RPG elements. On the contrary, the
role-playing remained intact. It was the stats that defied genre conventions. Why can we not have a role-playing game (a game where you play a role in a story) without a stat-focused system? The underlying assumption that an RPG must have a stat-based system is arbitrary, but people treat it like inviolable law.
3) Stifled creativity and innovation. In the tabletop world, there was a game that came out called Nobilis. It had an extremely simplified system. Each character has four attributes that are ranked from level 0 to level 4 (or 5, can't remember). The emphasis was on player/storyteller creativity and crafting fantastic stories that required creative thinking from everyone involved. The game did not sell well at all. Games like Nobilis and Mass Effect 2 try to stir the pot and do something different and they get turned because "an RPG HAS to have a detailed stat-based system." It's frustrating.