Phoenixmgs said:
You go into Mass Effect not expecting shooting (if you know nothing about the game except it's a RPG), but at least half of the game is role-playing, and only the other half is a surprised. If you gave someone Mass Effect and told them it's a RPG and that's it, they played it, then they asked for another RPG, and you give them Dark Souls, they would be in for a completely different experience. That is what I mean by the RPG genre is meaningless in it's current state, you have to go into RPG sub-genres to get any kind of feel for the what the game entails. Hell, most people will just say RPG X is like RPG Y and not even use sub-genres or anything when labeling RPGs.
You missed the double standard part eh?
I could give a gamer Mass Effect and tell them its an RPG, then give them Dark Souls and tell them its an RPG, and they would be totally confused by the different 'Role Playing' in it under your definition. I am NOT trying to make all currently labelled RPGs stick as RPGs, so pointing out a Dark Souls example is pointless if it does not fall under my RPG banner, same as Mass Effect. A better example would be DA:O and KotOR 2. Many things different, but basically the same sort of game.
We both agree that there is something wrong with the way RPGs are labelled today, but throwing two games that, under my label, are not RPGs at me and using it as a flaw in my system is entirely flawed in itself.
Under my system, sub genres do not change what the game entails, and what makes it up. It changes how intense each element is portrayed. From 2D Mario to 3D Mario if you will.
I've played Portal but not Portal 2 yet; however, Portal is not a platformer, it's a puzzle game. The game isn't about making jumps to get through a level, it's about figuring out the puzzle to get through a level. Just because a game has a jump button doesn't mean it's a platformer.
I'm guessing you missed all the jumping from platform to platform, and jumping between platforms over acid, and you know, the platforming, then? Granted, Portal also has a lot of puzzles in it. That is why it is a platforming puzzle game. If you missed the times where jumping from platform to platform without using any portals was important, you need to replay the game.
The little sidequest with Mad Hatter was really weak in AC unlike the Scarecrow sections in Arkham Asylum. It was obvious from Batman's or your perspective that something was up with the that all too convenient cure drop. If you were role-playing as Batman, you wouldn't have went to open that container with the "cure," that had trap written all over it. Batman would've at least contacted Alfred or Oracle to ask what is up with that cure. Whereas in AA with the Scarecrow sections, you don't know you got drugged and you see Gordon dead, both Batman and you the player are like "Oh shit, Gordon is dead."
That really depends on how much you expect each, and how you react to them then doesn't it?
As much as the cure drop off seemed sus, Batman was desperate. Joker had the cure, and was taunting Batman that he MIGHT save some for him. Under those circumstances, a risk for a possibly great reward was well worth it.
Also note, if Batman had of contacted Alfred or Oracle, he would have perceived them saying it was true thanks to that funky mind crap the Mad Hatter pulled. The AC team just decided not to make him contact them.
Sounds like you're saying a game with linear levels can't have role-playing then. Every RPG not in a sandbox or open world isn't a RPG then. Mass Effect has it's role-playing sections (dialog choices and other decisions) separate from it's combat sections just like Batman has it's stealth sections and it's beat'em up sections separate from each other. And, putting a character in a sandbox doesn't make it a RPG just because you can then decide to beat up random thugs or not. Arkham City has thugs all over so if the player wants to beat up more thugs, they can; the developer didn't put thugs there for role-playing purposes. Many critics and gamers complained there was nothing to do after beating Arkham Asylum so Rocksteady gave you a sandbox and a bunch of sidequests so you have more to do, not for role-playing purposes.
*sigh*
Sounds like you're saying a game with linear levels can't have role-playing then. Every RPG not in a sandbox or open world isn't a RPG then.
Much like you are saying any game without a cutscene dialogue choice system can't have roleplaying am I right?
Mass Effect has it's role-playing sections (dialog choices and other decisions) separate from it's combat sections just like Batman has it's stealth sections and it's beat'em up sections separate from each other.
Mass Effect has its tactical-choice dialogue system and its combat sections. Each system is what you make of it. The capacity to roleplay is not defined by having dialogue options. It is by having the ability to role play. Simply because you can role play in dialogue does not mean you will. Similar to how simply being able to role play in a sandbox does not mean you will.
Discrediting all sandbox actions from role play kinda puts you at odds with a lot of the community. People say Skyrim has role playing not because you get an choice of whether to save that priest, or get an awesome staff, but because they can go out into the fields and role play themselves as a hunter. If you exclude how you behave in Arkham City during its sandbox points but not that sort of stuff, there is some double standards going on here.
Being in a sandbox gives you opportunity to role play. Dialogue choices give you the opportunity to roleplay. They both fall under one RPG element: The Capacity to role play.
Want more capacity to Role Play in AC? The opportunity to pay your respects to Batman's dead parents. Hugo Strange even taunts Batman, asking him whether he's the kind that still feels deeply for them and misses them, and will likely take the opportunity to pay his respects, or whether he has repressed it all, and is more likely to keep going. You don't have to pay your respects, you can just move on. It doesn't add anything in the way of combat, it doesn't unlock anything except an arbitrary achievement on Steam, it does nothing for the game but allow you to Role Play Batman and his reaction to his parents death.
And, putting a character in a sandbox doesn't make it a RPG just because you can then decide to beat up random thugs or not.
No, it does not. It would require more RPG elements to be an RPG, something which AC is missing. Its got levels abilities and inventory, as well as capacity to roleplay, but it is missing things like stat based skills and combat rather than player skill based.
Arkham City has thugs all over so if the player wants to beat up more thugs, they can; the developer didn't put thugs there for role-playing purposes. Many critics and gamers complained there was nothing to do after beating Arkham Asylum so Rocksteady gave you a sandbox and a bunch of sidequests so you have more to do, not for role-playing purposes.
As a part of the cure. What they added in for more to do after beating Arkham City was the Story Plus mode.
The point of the Sandbox was to grant more to do by virtue of freedom. Freedom to
be Batman in Arkham City, to imagine yourself as him, and act as him. If that was not the purpose, they would have left it with Story Plus and Riddler's Revenge.
Add to that that it is a large point of it being a Batman game that the player gets to
Play as Batman, imagining themselves as him and Role Playing as him in this incident. It ain't Ninja Assassin City, it's Batman Arkham City.
Berenzen said:
A role playing game (RPG) is where a character is defined by the player. The character development and the story is defined by the player. This is typically done through various choices, normally in terms of dialogue and skills, spells and abilites.
This means that a game like GoW, while it puts you into a role, is not an RPG, because ultimately, the game doesn't allow for player choice further than weapon choice. Compared to something like Alpha Protocol- also a third person shooter- gives you dialogue choices, as well as choices in terms of the various skills, which allows you to choose your playstyle. In both games you're given a person with a set name and face, but the difference is that in AP, you get a plethora of choices of how to play the game, while in GoW, you get the choice of which box to hide behind.
I wholeheartedly agree with Berenzen.
Even this part?
as well as choices in terms of the various skills
'cause you know, AC does that too. It gives choices for your playstyle. I think you are interpreting his statement along the lines that the Dialogue lines are the most important part of it, whilst overall the message is that it gives you different ways to play it.
In GoW, you seriously only have a choice of hiding behind a certain block of cover, and which gun you want to shoot enemies with.
In the stealth sections of AC, you have a choice of how you want to deal with the room. Do you want to just drop down and engage them all in a fight, using smoke and your grappling gun to your advantage (Very possible to do), do you want to hang in the rafters and silently take each one down. Do you want to throw a distraction to draw one of them away, then drop down and fight them and run away before others arrive. How you approach each situation can greatly differ from game to game, and the abilities aid you in having more ways to deal with each room.
This was part of his point in the
choices of how to play the game
Note: Not 'Choices of what happens in the story', but 'Choices of how to play the game'.
I guess if GoW was a sandbox, it would be then have role-playing according to your standards because then you could choose to kill even more enemies than the hundreds in the main storyline.
It would have the capacity for role playing. Each game is what you make of it. I have played through the entirety of Mass Effect without any role playing. I made every choice as a tactical war game choice. Does that make it not an RPG as you have to try to role play in it?
If Gears put you on that continent and gave you free roam of the world, added in the sidequests that would obviously go with that, and kept its main story in the same places, but had them connected by the world, it would have a fair capacity for Role play. You could search for sidequests and survivors first, main storyline later because your character thought that was more important. You could hunt down every Locust in the city so they no longer pose a threat, or your character might think that it was more important to rush through and get to the heart of the threat to stop it there, and leave the city to its fate whilst you did so. It would have the capacity to role play. Simply because you can role play doesn't mean you have to, but there is absolutely NO game where you have to role play.
I was able to take Marcus Fenix's machoism from 10 to 11 by killing even more enemies so a GoW sandbox game is totally a RPG. /sarcasm
You change from 'Has Role Playing' to 'A RPG'. Don't mess up my definition with yours. More than simple role play is needed for a game to be an RPG.
I wasn't commenting on the ignoring of missions, I was saying you decide the fate of a race and that's a pretty damn meaningful decision regardless if you can ignore that mission and it'll still be there or not.
Which is a bit of a red herring when we were talking about the fact that you could ignore missions in Arkham City, and in ME.
You don't decide the fate of any thugs in AC, you decide to knock them out or leave them be. If you knock them up out, they are just taking a nap for awhile, you're not deciding their fate, just how much sleep they get. The game literally doesn't let you kill thugs when you actually can kill them.
Oh Contrare. I knocked a person off a 4 story building. Do you think they survived when they landed on their head?
There is also the indirect influencing of fate. Those people who are a part of Penguin's crew that were caught by Jokers crew after Penguin blew up the bridges; Do you knock out Jokers crew and save them, or do you let them get what they deserve. Hell, the game even pushes this at you with their dialogue with Penguin after you leave the GCPD for the first time.
That and knocking people out right right before Protocol 10 commences, on top of rooftops and in the middle of the street so they have no chance of escaping the choppers and missiles. Indirect to the max, but you did influence them getting killed.
In the top of the tower of Wonder City where Strange is, you can knock out thugs buy hanging them off the side of the tower, but the game won't even allow you to cut the line with a batarang like you can in the rest of the areas in the game (I tried doing it several times). The game forces you to play exactly as Batman would.
Of course it forces you to play as Batman would, you're Batman. That's the entire point of it being a Batman title. To play it as Batman would, to Role Play Batman. Besides, don't leave them hanging off the tower, somehow kick them off it and watch them fall to their deaths. I have yet to figure out how to make this happen, but it is possible. I have done it numerous times.
A semi-set history that you choose.
That is why it is a semi-set history. You get to choose one of three set histories, leaving it overall as a semi-set history.
Again, you only decide how many thugs to take down. You don't have a choice of who to fight, you can't fight that mystery stranger (I forgot his name) if you wanted to.
And your point is? You can't shoot any number of characters in Mass Effect, so why does this matter?
When going through the main story, the game makes you fight X amount thugs. Then, there's the stealth sections where you must clear the room, you can't sneak past the thugs and leave them alone and get to the next area.
In some places, you can. There are specific places where you must stealth everyone in the room to death or else Batman will go 'I don't have time for this' when you try to hack the exit doors, but not every enemy in every part of every mission has to be killed. There are some that you can sneak past.
I'm sure there's some places where you can just run away in the main story missions but probably only a few places when you can do that. I know you can skip that museum fight with Catwoman because Batman opened the gate previously and you can slide under as Catwoman.
ROFL. Didn't bother with the Catwoman post-Protocol-10 stuff. The fact that everyone had guns and Catwoman has no life or armour kinda led to say 'Fuck it' and leave it alone.
I know there are many more games than Mass Effect that give you dialog choice. However, when you move over to JRPGs, barely any of those games have role-playing, as the characters in JRPGs are as set in stone as Batman is. So there's a lot of RPGs that would no longer be RPGs if RPGs required role-playing to be a core component.
Undeniably. Hell, there'd be a lot of RPGs of every sub genre that wouldn't be RPGs under each of our definitions. The question then becomes though, what do many of these JRPGs become? I know some with every RPG element except Role Playing, and no other elements so to speak. What would they then be classified as? RPG seems the only option for it. Even though it misses one component, the others are still intact and 'uncontaminated' by other game elements.
Since the genre is called Role-playing games, role-playing should be a focus to be a RPG. If role-playing is not a focus, then it's not a RPG.
This is why many say the genre name is misleading. It should focus on an RPG element to be an RPG, and not have any elements from other games in it. RPG elements all allow a certain level of role play, but I', pretty sure we both agree that that isn't true role play, picking which move to use in a fight.
If a game has all RPG elements except full on role playing, and no elements from other games, there is nothing else you can really class it as.
I will agree with you that Role Playing is an important RPG element, and how well it is done helps differentiate between a good RPG and a bad RPG, but it is not the only thing an RPG is.
From the Wiki link:
Role-playing video games also typically attempt to offer more complex and dynamic character interaction than what is found in other video game genres.
Which is why Batman is not even close to being a RPG and why Mass Effect is a RPG.
Also from the wiki link:
RPGs rarely challenge a player's physical coordination, with the exception of action role-playing games
It then later goes on to say:
features from action games, creating a hybrid action RPG game genre
Stating that Action RPG is a Hybrid genre, not default RPG, and therefore Mass Effect is also not an RPG. Note: I have never once said that the Original Mass Effect was not a Hybrid Shooter Cross RPG - an Action RPG if you will (Seeing as shooters technically fall under the larger label of Action games) - You however have insisted it is a default RPG.
More from the Wiki link:
In more recent years, some within the RPG community have criticized action JRPGs as not being "true" RPGs for different reasons: heavy usage of scripted cut scenes and dialogue, and a frequent lack of branching outcomes. Japanese RPGs are also sometimes criticized for having relatively simple battle systems in which players are able to win by repetitively mashing buttons, though it has been pointed out that Japanese RPG combat systems such as in Final Fantasy X and Xenosaga have become increasingly complex over the years, with more of an emphasis on strategy and timing, and with each new game often introducing their own rules and systems.
Note:
some within the RPG community
It never says they are not true RPGs. It says that some in the community do not find them to be. Really, it depends on the game, much like it depends on the game with all Western 'RPGs' too.
That's exactly what I'm talking about with JRPGs. And, LMFAO at Final Fantasy X being an example of a complex battle system, FFX is brain dead easy. Xenosaga II is a tad bit complex but both Xenosaga I and Xenosaga III have really simple turn-based combat. DnD's combat system is much more complex than 90% of JRPGs as positioning is rarely even a part of a JRPG battle system.
I get what you are talking about with JRPGs. Not all of them are like that though, and before you do the whole 'I never said all', I realise this too.
Agreed that most JRPGs end up really simple. Its one of the flaws of that style turn based combat, whilst the DnD style has been turned into real time as it just flows better that way.
Mass Effect focuses on role-playing first and foremost, that's why it's a RPG, it just so happens to have shooting in its combat system.
I'd beg to differ. The shooting in its combat system is quite a big deal and focus of the game. Its why Bioware put more emphasis on it in 2, and sadly crossed over the line from...
It's not a shooter with RPG elements, it's a RPG with shooter elements.
That really depends on which one you are talking about, thankyou for using my classification system by the way. The first Mass Effect I will agree with you for that on. It had a fair focus on Shooting, but the majority of its focus was on its RPG elements.
The second one had the majority of its focus on the shooting. The conversations were still there, but had had maybe 10 interrupts added in for the whole game, whereas the shooting had a total rework, was made completely different, and shown off as one of the cool new features, was the subject of a lot of the marketing pictures (Sadly much like ME3 so far) and was very clearly Bioware's focus for 2.
Additionally, you technically don't have to shoot in Mass Effect if you don't want to, you can choose the Biotic class. Or you can be a Sentinel, wear down the enemies shields with your tech powers, then throw the enemy, or you can freeze the enemy and punch them, or you can turn on your armor, run up, and punch the enemy. There are ways to play the game without shooting as your primary offensive attack. That by definition makes Mass Effect not a shooter; a shooter requires you to shoot enemies as your primary attack. Therefore, your classification of Mass Effect as a shooter with RPG elements is wrong on multiple levels. Don't come back with the fact that I'm sure if you wanted to, you could go through a CoD campaign just knifing people as you would have to go way out of your way to do that, plus it would be very hard to do under a normal or higher difficulty level. Mass Effect gives you classes where your main offensive attacks don't require shooting a gun.
Pa-lease. In ME1, I'll give. You don't HAVE to shoot all too often, though you are also going out of your way not to shoot almost as much as you are going out of your way not to shoot in CoD.
In ME2, You are REALLY going out of your way not to shoot. Like, Really. Especially on anything above normal, where everything is basically immune to biotics, techs can take down their shields and armour but not much more without shooting, and all three non-combat focus classes (Going by the ME1 class focus thing down the bottom where combat was soldier, and partially in Infiltrator and Vanguard) had nothing BUT shooting to do in between waiting for their ability to cool down.
Also, Pa-lease, CoD was so MW1 age. BF3 you can blow things up with grenades or C4 or as roadkill or through blowing up a building and if you are extremely lucky, through the Defrib (There seems to be one very small area you can Defrib kill an enemy in. Really, Really impractical to try), or through knifing, or with a blowtorch, or by flying an aerial drone into them or through landmines or through cutting their vehicle to shreds with a blowtorch, ect.
Dependent on what class you play, you may not get most of your kills from a gun.
What I find lols though is that they made Jihaad Jeeping MORE effective. Get an ally to place it on your jeep, ram into something, then have them detonate it. You don't even get hurt, everything around you dies. ROFL.