Role-Playing Games - another Viewpoint

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Badger Kyre

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Once again, the discussion of "what constitutes an RPG" has come up - and let's not debate that here. For the time being, I think we can agree it is fairly arbitrary what defines that. For "history" sake, i'd like to point out that the use of "RPG" to describe single-player team - we used to say "party" - squads as tactician and manager, goes back to the OLD computer "RPGs".
I'd also like to point out, character improvement is NOT character development.
My personal opinion is that you're not "role playing" until you have your character do something in game; like an author, that you wouldn't do, but that the character would, even if it's not "tactically perfect" - and I don't just mean in combat. As much as I love them, games where you manage a team that seems to have group telepathy, isn't IMO 'roleplaying'.

However, onto the meat.
MovieBob pointed out in one of his tangent-rants that superheroes, vampires, wizards, etc, shared in common a kind of elite, an extra-normal type of hero/villain that creates an extended "social" network of friends and foes ( nemeses ), rather than anonymous faceless minion enemies.

Relatedly, ALOT of "rpgs" - even some of the mmo's - seem to depend on the "chosen one" mechanic/ plot device.

SO i suppose what i'm asking you is, could YOUR game of choice survive if your character died?

This came up in a thread on another forum, where a series of squad-based games was "getting more rpg eleemnts" and ome of the vets pointed out, we already "develop" characters like an RPG, by this do you mean if the starting characters die, the plot is screwed? ( nad he made the point, yes, I like my characters, but it's WAR, and some people are gonna DIE - if it wasn't dangerous, everyone would do it )

if i may, as a counter example, in a non-computer, "real" role-playing game, we had a long campaign where, the heroes LOST.
Unexpectedly.
I subscribe to - though i'd never called it that - Alexander Macris's "agency of Fun" theory -
http://www.escapistmagazine.com/articles/view/columns/checkfortraps/7485-Check-for-Traps-Judging-the-Game
that if the story FORCES the good guys to win, there's no sense of the "gamble" that makes games a GAME ( on the other hand, there was quite a bit of "non-games" that preached the opposite - linear in the way many computer RPG's are - you HAVE to reboot from ave if you lose, no way for the story to ocntinue elsewise ).

ANyway, my point here is, I got a rep as a "killer" DM - some of the local players were used to the kind of games where a DM might throw "ogres" at a beginning party - then have to make the ogres die from a single arrow so the party would quit losing ( you've seen it, too, i'm sure).
But after a bit of shock on all our parts; it was agred the game could - and should go on.
The game had gotten nicknamed" as the kingdom turns" for the non-combat content - most of the players had wives, children, allies, and enemies by this part of the campaign.
We picked up the campaign 16 years later - with most of the old player characters' children as the new characters - the effect of the last storyline/campaign, since the campaign hadn't been "save the world", was that there was a dukedom where, let's say, the new characters were well-advised to avoid.

What's my point? None, specifically - I ma not trying to convince anyone my "point" is right or the only way to run a game - i DEFINITELY noticed a personality difference in the guys that preferred the "we can't lose ever" game to my game...

ANd maybe that's really the central point/ question - I wonder how many "role playing" games are games called so only because the characters ARE in effect the story -
and i wonder how much the appeal of being "the chosen one", special, is of these games.

As an aside, in "traditional" RPG's , often the recurring theme was "rags to riches" - being a nobody or near-nobody, and making ones-self a lord ( or what-not ) - or, more frequently, dieing in the attempt.
Some people were ok with that, some can't stand it. - different tastes.

Please don't flame me if i said something horrifically offensive, I'm not trying to say "this way" or that way is better, I am, on the other hand, interested in looking at why these different approaches appeal to people.
 

gamer_parent

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the problem is that such a discussion will inevitably lead back to what makes a proper RPG.

I still maintain my initial stance, RPGs are games where the player assumes the role of another character, embued with the ability to effect both the structure and texture of the narrative.

The scenario the OP described is actually a good thing. The reason why? failure doesn't have to lead to the end of the narrative. It simply gives the players MORE to do. It gives the narrative gradients of texture.

Most games are focused on the rags to riches scenario is because it inherits the notion that character development = character power increase. This does not have to always be the case though. Many Pen and Paper RPGs (especially the indie ones) allows your character to grow without necessarily becoming more powerful numerically. (two prime examples of this? Prime Time Adventures and Spirits of the Century)
 

Judgement101

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OH I GET IT!

I think rpgs make YOU the hero, preset character designs are making the game into an action game.
 

Badger Kyre

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gamer_parent said:
the problem is that such a discussion will inevitably lead back to what makes a proper RPG.
It doesn't "need" to, because I, at least, reject the idea that there is a "proper" RPG, outside of that,my personal opinion, of what "role-playing" should mean -
but my point is, it's term, and arbitrary, and ultimately meaningless. I disagree with your definition, but also think it doesn't matter beans... No reason "my" rpg has to be yours, or vice versa.

I like what gamer_parent said about the narrative, too - i think that gets into a discussion of " Persistent world"...
the failure of mmos' to date has been, for CLAIMING to be persistent, they have always been STATIC ( regenerating ) specifically fro the reason you refer to : that the narrative was limited to that moment ( there are games that do updates, chapters, etc that change that, on a meta level, however ).

There is endless example of worlds where the writing was good enough to maintain other narratives after the original was done - gasp, i'll use warcraft 3, (despite my personal distaste for blizz, and WoW ) - because the world is one people wanted to play in, regardless of the original characters -
we see the same with writer's worlds becoming game settings occaisionally.
 

gamer_parent

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IMHO, the lack of a definition is precisely why RPGs are so damn amorphous, not the other way around. The definition has for better or worse, been diluted over the years.
 

Badger Kyre

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Judgement101 said:
OH I GET IT!

I think rpgs make YOU the hero, preset character designs are making the game into an action game.
i'd like to point out, ONE of the assertions about why RPG's took off is people wanted to "play in" the worlds they were reading about - mixing what you said with the last 2 posts -

Gary G often said he "had" to change his historical wargames to a fantasy story so the people who wanted to "play in" LOTR would stay in gaming ( the truth but not the whole truth, i suspect).
a RPg can still BE an "action" game, imo.
by the same token, as i just said in a PM, all stories have 'conflict', but the conflict doesn't HAVE to be physical/violent.
Icould argue that i', playing a lord of the rings game As a preset charcter, say - aragorn -and i'd be playing his "role" ( IMO, if i cated like me instead of what HE would do, i'd be a poor roleplayer - and not a good writer - but, again, this gets into "artsy" discussions)

Myself, rather than rehash the "what is roleplaying" argument, I wanted to discuss what in games and stories appeal to folks.

SO, may i ask Judegment, what do YOU like in the games YOU consider RPG's?
Would you continue to have interest in a game if your character died?
 

Badger Kyre

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gamer_parent said:
IMHO, the lack of a definition is precisely why RPGs are so damn amorphous, not the other way around. The definition has for better or worse, been diluted over the years.
concur, and i blame that dilution on the "computer rpg's" -the first OLD ones - whose spawn became more popular by far than the "real" rpg's they were made in love of, but which were a bit of a stretch in terms of being "role-playing" : they were squad-based combat and team-management in a "campaign".

A really good writer can manage several characters and keep their personalities distinct - ( a good dm is a good writer ) - but most folks don't bother, and those games weren't about that - they were about hack'n slash ( and i loved 'em ).

That's MY take on why the term mutated - i see it as simialr to the other day when someoen said "J-rpgs" were the first rpg's ( which isn't true on or off the computer/console, but illustrates the point )

Same thing with the kids that would flame up that "warhammer is ripping off WoW".

whethe ror not it's "technically" true,, it's what they know, so is true to tehm - and so that's THEIR definition of "RPG".

The artistic side of RPG's , well, alot of that got... erm, I see those people as going towarsd "larp" and drama classes.
which isn't necessarily bad, but TOTALLY outside the experience of MOST people who would use the term "RPG" thses days.

Terms tend to change and dilute as they popularize. Karma... Assassin.. thug.
we could go on all day :)
 

gamer_parent

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Ahh, I see your point. Well taken.

Okay then, let's try to refocus then so we can get to the more interesting discussion rather than just talk semantics.
 

Raziel_Likes_Souls

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So, your definition of an RPG isn't based on platform, gameplay, etc, but on story, immersion, and doing things besides killing trolls, then?
 

Badger Kyre

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Raziel_Likes_Souls said:
So, your definition of an RPG isn't based on platform, gameplay, etc, but on story, immersion, and doing things besides killing trolls, then?
I'm less interested in "defining" RPG as a term :)
gamer_parent said:
Ahh, I see your point. Well taken.

Okay then, let's try to refocus then so we can get to the more interesting discussion rather than just talk semantics.
than as what people like about them - which is different things, just as there are different ideas of what an "RPG" is.

Fair to say, MOST computer RPG's are pretty much "Hack n Slash" as we used to call such games.

I made the point that stories - and thus games - revolve around conflict; but not all conflict needs to be physical combat. Or as a wise man said to me in PM:
That sounds like fun! Characters doing things outside of combat, starting families, losing a war, dieing, and having the kids commence guerilla warfare against the duchy. Sounds like what you need to create a good RPG.
Also, on character development, I planned on getting those Persona games because I heard there was the whole emphasis on socializing and helping multiple people with whatever issues they had. That, and helping those people with their shit gives you bonuses to your summons/pokemon/penis monsters/etc.
As to what players enjoy, another wise ( or wisened, i dunno ) one pm'd me:
The GNS theory, though sometimes of questionable use, can give us a quick jump start on this sort of thing.

Gamist: competition, skill
Narrative: story driven, narrative structure matters
Simulationist: fiedelity to source material is king
 

Pearwood

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I think the chosen one mechanic as you call it is so popular because in a game you're forced to play a preset character following one of any number of story branches, it's convenient to have that explained by you having a special destiny that forces you to go along one of these restrictive storylines.
 

Savagezion

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I also was a "killer" DM. I would very much like to see that approach taken in more console games but I honestly think the code for such a game would be overwhelming. Even if technology could support it. I think the only way to establish a game like that is to make software that allows someone to virtually DM a game online with visuals. A sort of RPG-Maker on the fly. This would allow new charactors to be rolled up when needed and plugged into the current story.

I have always wanted to DM a game that allowed someone to be able to take a more non-conflict path and try to make it enjoyable. A drunken baker for instance as hyperbole... or not, I mean even that is possible really. But it just isn't going to happen with the group of guys I have always gamed with. That doesn't really bother me but it would be cool to see someone do it.

I think charactor "development" or progression of some form would have to be implemented. But it could be a list of abilities they aquire over time than actual stats even.
 

gamer_parent

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it's also because the "chosen one" storyline is much much easier to do. You add the algorithm of evil to the mix, have constant combat challenges, and BAM, game. Not using this storyline takes considerable more skill from the writer, and frankly, that's something the gaming industry is still working on.
 

Badger Kyre

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Sapient Pearwood said:
I think the chosen one mechanic as you call it is so popular because in a game you're forced to play a preset character following one of any number of story branches, it's convenient to have that explained by you having a special destiny that forces you to go along one of these restrictive storylines.
I think you're right, especially with lazy/bad writing - which the Extra Credits folks did a fine job of pointing out - not to say it's ALWAYS sloppy writing, but it's certainly a tempting crutch to those who weren't going to try harder anyway.

I think it "works" because, frequently, ( and back to MovieBob), alot of people LIKE being told they are the chosen one.

After all, we like to believe the world was craeted for our benefit, don't we? In these games, it was. :)
 

Raziel_Likes_Souls

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Badger Kyre said:
Raziel_Likes_Souls said:
So, your definition of an RPG isn't based on platform, gameplay, etc, but on story, immersion, and doing things besides killing trolls, then?

Fair to say, MOST computer RPG's are pretty much "Hack n Slash" as we used to call such games.

I made the point that stories - and thus games - revolve around conflict; but not all conflict needs to be physical combat. Or as a wise man said to me in PM:
That sounds like fun! Characters doing things outside of combat, starting families, losing a war, dieing, and having the kids commence guerilla warfare against the duchy. Sounds like what you need to create a good RPG.
Also, on character development, I planned on getting those Persona games because I heard there was the whole emphasis on socializing and helping multiple people with whatever issues they had. That, and helping those people with their shit gives you bonuses to your summons/pokemon/penis monsters/etc.
As to what players enjoy, another wise ( or wisened, i dunno ) one pm'd me:
The GNS theory, though sometimes of questionable use, can give us a quick jump start on this sort of thing.

Gamist: competition, skill
Narrative: story driven, narrative structure matters
Simulationist: fiedelity to source material is king
First, I appreciate being called a wise man.

Second, The GNS thing seems like the best way to approach RPG's. Since not everyone wants the same thing from an RPG, that's the most balanced thing I've heard.

So, you are trying to figure out what people like about specific types of RPG's then?
 

Badger Kyre

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Savagezion said:
I also was a "killer" DM. I would very much like to see that approach taken in more console games but I honestly think the code for such a game would be overwhelming. Even if technology could support it. I think the only way to establish a game like that is to make software that allows someone to virtually DM a game online with visuals. A sort of RPG-Maker on the fly. This would allow new charactors to be rolled up when needed and plugged into the current story.

I have always wanted to DM a game that allowed someone to be able to take a more non-conflict path and try to make it enjoyable. A drunken baker for instance as hyperbole... or not, I mean even that is possible really. But it just isn't going to happen with the group of guys I have always gamed with. That doesn't really bother me but it would be cool to see someone do it.

I think charactor "development" or progression of some form would have to be implemented. But it could be a list of abilities they aquire over time than actual stats even.
i mentioned the "non-rpg" thread that had got me started thinking about this?
There are plenty of "non rpgs with rpg elements" that do more or less this- with less plot flexibility ( so far ) than what you mention.

Mostly, it's much-less code-intensive than the graphics improvements we've seen, and let's be honest, in plot and core gameplay, games really have improved very little - that's NOt what they are developing.

I'd lOVE to see what you mention, however.

For a goodexample of what I was referring to, look at X-com ( warning, will hurt your eyes ) or the UFO:After____ series, if the characters die, well, you better recruit more rtoops to the cause.
But they DO "level up" like in a "traditional" rpg - it's simply that the story is more important than the squad members ( "pc party" or parties, you are running ).
I had a " mini-graveyard " of joking tombstones i drew for my fallen heroes.

Yes, so did my DM screen.. what of it?
 

gamer_parent

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I appreciate having the word "wise" any near a description of me.

The GNS theory does have an issue that at times it is not nearly as useful because most people will have a blend. It is, however, useful in categorizing the RPG in question on who you believe it will appeal to the most.

Having said that, one key note here: narrative focus is more about the narrative structure control that is embued to the player. Meaning, the ending of the story is not written, and just about nothing in between is being strictly defined. The only thing the game does is provide a situation, and await for the player to decide how it will all shake out.

Most CRPGs, for this very reason, will not have a strong "narrative" value, even though it might have a very good story. It's just a semantics issue again.
 

Pearwood

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Badger Kyre said:
I think you're right, especially with lazy/bad writing - which the Extra Credits folks did a fine job of pointing out - not to say it's ALWAYS sloppy writing, but it's certainly a tempting crutch to those who weren't going to try harder anyway.

I think it "works" because, frequently, ( and back to MovieBob), alot of people LIKE being told they are the chosen one.

After all, we like to believe the world was craeted for our benefit, don't we? In these games, it was. :)
Not even lazy writing really, just a handy little tool to set the scene. Final Fantasy 13 did it, that had pretty good writing. So does every single Bioware game now I think about it and those guys have good writing as their unique selling point.
 

Savagezion

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Ah I was following you in a completely different way. I see the route you are taking here. So it is basically merging traditional RPGs that are party/single charactor with the original wargames sort of. I am familiar with both series you mention.

You would have to be really careful of how you implement it though as too much tedium and you have The Sims: UFO Defense. :p If you catch my meaning. It could be cool for sure and I would definatley like to see something like that as well. It is sort of like when people mix hard rock with the blues. By revisting your roots, you can usually blend really well and have a really interesting "fusion". (For lack of a better word.)
 

Badger Kyre

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Raziel_Likes_Souls said:
[ The GNS thing seems like the best way to approach RPG's. Since not everyone wants the same thing from an RPG, that's the most balanced thing I've heard.

So, you are trying to figure out what people like about specific types of RPG's then?
There have been several ways to categorize such - Robin Laws comes to mind - different kinds of gamers, different interests in the games.

I am not necessarily trying to "figure it out", just thought it would be an interesting discussion, which so far it has been.

gamer_parent said:
for example
Gamer-Parent, did you read the "agency of fun" article i refered to? I can find it and link it if not.