Treblaine said:
UnderCoverGuest said:
My definition (trimmed):
- Frequently interact with that environment in complex ways, often having their decisions affect variables that then alter the environment they are a part of.
So is Grand Theft Auto 4 an RPG?
By your definition;
-Nico develops beyond back story and over-riding plot
-complexly interact with the environment with many criminal activities other than shooting and even dating, racign and exploring.
-has an opportunity to explore of their own accord with no linear limitations
-accumulate weapons, items, money and even boost health
-Their decisions affect major outcomes on who lives, who dies and how things end.
The only thing that is missing is a steady stat progression of your character with experience points.
Didn't expect anyone to actually quote my post, heh. Anywho, I mean a different kind of complexity.
Grand Theft Auto IV does meet my general criteria for an RPG, and when you install all the modifications that I have, it certainly feels more like an RPG or hell, almost a simulation (minus the realism bit involved in most simulators). But I would consider GTA4 a "Sandbox Action" more than a "Role Playing" game, because while Niko does have an extensive storyline, and does make decisions, they aren't as complex as to be found in more RPG-like RPG.
Niko's moral choices in the story line are mainly "Kill one of these two NPCs". In my opinion, 'complex' refers to something with multiple solutions past flipping a simple coin. Rolling a six-sided dice is far more complex than a two-sided coin after all.
Mass Effect often gives you five choices at the max, though they essentially boil down to two or three outcomes, there is an illusion of complex decisions. And even if you may get the same result (someone likes you or hates you by the end of the conversation; thus a two sided coin), the game still records the complex solution (instead of saying heads or tails, the game makes a note that you rolled a dice, got a number, and that number was part of a group that was either part of group a (heads) or b (tails).
Ooookay, I'm getting way too complex myself right now. To close quickly, I don't consider GTA4 an RPG because while you are given freedom, you are given freedom without consequence. Sure, you could say that the NPCs suffer consequences, but it's the player who should feel the consequences instead. And in GTA4, you only have two choices, neither of which have any flexibility. Either you kill NPC A or kill NPC B. There are two fixed conclusions depending on which choice you make. That isn't very complex, nor does it have the illusion of complexity that more recognized RPG games have.
*Also, I'm not sure of having Roman die can be considered a consequence--I thought it was a profit.