This came off as an attempt to get Mass Effect to be considered a RPG. And my stance on the subject is very different. (The amount of "choice" that video games have is usually laughable when compared to table-top games.)
Actually, I have a different understanding of things. RPG games have not 'Changed', but publishers have incorrectly labelled any game with RPG elements an RPG, and that stuck.Grouchy Imp said:'RPG' as a genre has (unfortunately) changed over the years. Back when they were first introduced, RPGs were computer representations of tabletop RPG games (duh) - stats, skill sets, the ability to define the main protagonist both from creation and through a leveling system, a gameworld heavily influenced by chance (an RNG system implemented to represent the dice of tabletop), and generally an open world game in which the player is free to complete the overarching plot line however they see fit. Basically it was the computer's job to fill in as GM for D&D players who didn't have a group.
Nowadays it means any old game where you can 'level up'. Stats are gone, skills are pared back to a bare minimum, in half of the damn things you can't even define the protagonist (JRPGs I'm looking at you), the RNG is gone and replaced with FPS/Hack and Slash mechanics because gamers these days want to be able to head-shot distant opponents even if their character only has a marksman/small arms skill of 5/100, *sigh* I could go on but this thread is kinda depressing me.
Basically the term 'RPG' used to be very highly defined. In today's industry RPG is a blanket term for 'an FPS onto which we've tagged a leveling system'.
I agree. There is a tendency for RPGs to contain some kind of experience/leveling mechanic, and to provide choices to characters as to how they advance (choose new skills, bonuses, etc.), but it's not a requirement.Phoenixmgs said:RPGs have no attachment to specific gameplay mechanics
But rules and mechanics are how you define games. If I were to say 'game played with a ball, on grass, with eleven men per team' I could be talking about either football or cricket - two very different games. It is the rules and game mechanics that make all the difference.Dastardly said:I agree. There is a tendency for RPGs to contain some kind of experience/leveling mechanic, and to provide choices to characters as to how they advance (choose new skills, bonuses, etc.), but it's not a requirement.Phoenixmgs said:RPGs have no attachment to specific gameplay mechanics
Not every sandwich has peanut butter on it. And not everything with peanut butter on it is a sandwich.
I wouldn't say that at all. Do you even have a character in civilization? I didn't play the game much but it seems more like you controlling the city then your character controlling the city. I think there are some must haves for RPG, like being in control of a single character and only having certain powers over others, as well as having to have some sort of choice in character development as well as in your approach to the main narrative. Even if it is a limited choice.Blood Brain Barrier said:Not sure what you mean by narrative events. Wouldn't your definition cover a game like Civilization? Your choices with regard to your character (peaceful or aggressive, the types of attacks you use etc) define how the story progresses, which I would call "narrative events".Zhukov said:Ehhh... kind of. In CoD you can certainly define your combat style, but I'd say there's a lot more to "characterization" than that.Blood Brain Barrier said:Wouldn't that include Call of Duty? I can choose to be a gun-slinging patriot, a stealthy assassin or a peacemaker.Zhukov said:If a rabid gamer were to put a gun to my head and demand a definition then I would say, "An RPG is a game in which the player can define the protagonist's characterization and is afforded some measure of choice in regards to events of the game's narrative."
Either way, it certainly doesn't give you any choice with narrative events.
In that case we are forced to say that the RPG genre is pretty much dead and buried. And perhaps that is so; games these days try and fit it all in so instead of having an 'RPG' game, an 'adventure' game, a 'puzzle' game and a 'hack-and-slash' game we end up instead with a 'hack-and-slash-adventure-rpg-with-puzzle-minigames' game. In an effort to reach larger audiences developers these days are moving away from 'pure-blood' single genre games and instead creating more and more cross-overs. So yeah, maybe the solid RPG game has faded, but it's bastard children are still with us.Joccaren said:Actually, I have a different understanding of things. RPG games have not 'Changed', but publishers have incorrectly labelled any game with RPG elements an RPG, and that stuck.Grouchy Imp said:'RPG' as a genre has (unfortunately) changed over the years. Back when they were first introduced, RPGs were computer representations of tabletop RPG games (duh) - stats, skill sets, the ability to define the main protagonist both from creation and through a leveling system, a gameworld heavily influenced by chance (an RNG system implemented to represent the dice of tabletop), and generally an open world game in which the player is free to complete the overarching plot line however they see fit. Basically it was the computer's job to fill in as GM for D&D players who didn't have a group.
Nowadays it means any old game where you can 'level up'. Stats are gone, skills are pared back to a bare minimum, in half of the damn things you can't even define the protagonist (JRPGs I'm looking at you), the RNG is gone and replaced with FPS/Hack and Slash mechanics because gamers these days want to be able to head-shot distant opponents even if their character only has a marksman/small arms skill of 5/100, *sigh* I could go on but this thread is kinda depressing me.
Basically the term 'RPG' used to be very highly defined. In today's industry RPG is a blanket term for 'an FPS onto which we've tagged a leveling system'.
The whole point of a genre is to communicate information about the games that are within it. With the RPG genre as it is 'Changed', it communicates absolutely nothing. Hence, the whole point of the RPG genre is nil, and it might as well not exist, hence no game is an RPG, but they are levelling up Third Person Shooters. No, that is not how it is. RPG as a genre is still the same genre it always was, and should still communicate the same information, but some companies try to manipulate that to make us buy games that are not really RPGs, but that they want to sell to the RPG audience. It is my belief that Skyrim is called RPG simply because its predecessors were - which is wrong. Skyrim, IMO, has crossed the line from 'RPG with action adventure elements' to 'Action Adventure game with RPG elements' (There is another thread for this discussion if someone wants to bring it up), and simply to have their fans still buy it (Lets be honest, if Bethesda said the new Elder Scrolls game was an Action Adventure title, there would be those who wouldn't buy it because 'Bethesda's changed, they used to make RPGs bla bla bla').
Some of what we can expect from an RPG can be found in Skyrim, however many of those things are its weak points. Its levelling system is bad - with there being no point to it at all. Its open world forces the player to play all characters rather than just themself by not reacting, the inventory was an attempted streamline, but went too far as a 'Look at our pretty 3D model' and not enough 'Here's an easy to use inventory'. The 'classes' are badly imbalanced (Not a bad thing of itself I guess, games were more fun when more emphasis was put on cool things, and less on balance. See Morrowind), the options in the quests are really just 'I want a reward or I want to brag to my friends about how I'm morally superior as I didn't kill Boethia's man for Molag Bal's rape stick', and the world will not react no matter what you do (The Werewolf thing is slightly different, I'll grant that).
Also, before someone gets at me with 'Skyrim does react, those people in X tell me I'm the new member of the companions ect.', that's not reacting. Look at SOPA and the comments there. If it were to pass, and nobody did anything but talk about it, that would not be considered a reaction. The reaction would be people rioting in the streets. Apathy is what simply talking about it would be, and the only form of reaction in Skyrim (For the most part).
Anyway, getting a bit off track now, but as you can hopefully tell by my rant up there, we can see some of the RPG elements in Skyrim, but calling it simply an RPG gives false expectations. Someone who expects to be able to properly role play only there character in the world will probably be largely disappointed by the apathy of the entire game. Someone hoping for tactical combat will be met by button mass melee, click, hold and run magic, or sniper bowman. Someone thinking of the usual true RPG experience when they see the label 'RPG' on Skyrim would be disappointed by the game in that respect. Some of the features they were expecting didn't make it into the game, in favour of making it more actiony, and thus they may feel lied to.
The RPG label has not changed, it is merely incorrectly used by publishers. An RPG is the same as it was way back, but these days you have to be cautious on who you trust when they say 'RPG'.
No. Not at all. RPG is meant to communicate an idea about the game, and that is why it matters. If you had never heard of CoD before, and I told you it was an RPG, what would you expect? That is why it matters. Is is an efficient way of finding out if you are going to be remotely interested in the game or not.Ragnarok185 said:I don't give a shit if it's an RPG or not.
Only if it's a good game or not and THAT is what should matter.
when people think "RPG" they think of medieval times with people swinging swords and shooting fire balls around.
Now we're getting into No True Scotsman territory. We are now adding in extra clauses to prevent games that are not called RPGs from being grouped with games that are being called RPGs simply because a simple description backfires.A Free Man said:I wouldn't say that at all. Do you even have a character in civilization? I didn't play the game much but it seems more like you controlling the city then your character controlling the city. I think there are some must haves for RPG, like being in control of a single character and only having certain powers over others, as well as having to have some sort of choice in character development as well as in your approach to the main narrative. Even if it is a limited choice.Blood Brain Barrier said:Not sure what you mean by narrative events. Wouldn't your definition cover a game like Civilization? Your choices with regard to your character (peaceful or aggressive, the types of attacks you use etc) define how the story progresses, which I would call "narrative events".Zhukov said:Ehhh... kind of. In CoD you can certainly define your combat style, but I'd say there's a lot more to "characterization" than that.Blood Brain Barrier said:Wouldn't that include Call of Duty? I can choose to be a gun-slinging patriot, a stealthy assassin or a peacemaker.Zhukov said:If a rabid gamer were to put a gun to my head and demand a definition then I would say, "An RPG is a game in which the player can define the protagonist's characterization and is afforded some measure of choice in regards to events of the game's narrative."
Either way, it certainly doesn't give you any choice with narrative events.
Pretty much. The annoying thing is that this causes a lot of confusion when it comes to labelling games "RPGs" as almost nothing is any more. Devs will label it an RPG to appeal to that audience, yet it is truly an action adventure/RPG hybrid. It is this sort of thing that leads to discussions like this online.Grouchy Imp said:In that case we are forced to say that the RPG genre is pretty much dead and buried. And perhaps that is so; games these days try and fit it all in so instead of having an 'RPG' game, an 'adventure' game, a 'puzzle' game and a 'hack-and-slash' game we end up instead with a 'hack-and-slash-adventure-rpg-with-puzzle-minigames' game. In an effort to reach larger audiences developers these days are moving away from 'pure-blood' single genre games and instead creating more and more cross-overs. So yeah, maybe the solid RPG game has faded, but it's bastard children are still with us.
I'd have to hold up Fallout: New Vegas as the best shout at a modern 'pure blood' RPG, but with two important qualifiers: 'Hardcore' mode must be on, and Iron Sights must be switched off. Without these two qualifiers F:NV falls back into the hybrid category, but with them ... ...Joccaren said:Pretty much. The annoying thing is that this causes a lot of confusion when it comes to labelling games "RPGs" as almost nothing is any more. Devs will label it an RPG to appeal to that audience, yet it is truly an action adventure/RPG hybrid. It is this sort of thing that leads to discussions like this online.Grouchy Imp said:In that case we are forced to say that the RPG genre is pretty much dead and buried. And perhaps that is so; games these days try and fit it all in so instead of having an 'RPG' game, an 'adventure' game, a 'puzzle' game and a 'hack-and-slash' game we end up instead with a 'hack-and-slash-adventure-rpg-with-puzzle-minigames' game. In an effort to reach larger audiences developers these days are moving away from 'pure-blood' single genre games and instead creating more and more cross-overs. So yeah, maybe the solid RPG game has faded, but it's bastard children are still with us.
I will in no way argue that RPG hybrids exist - they are very prominent in games today. True RPGs, I have yet to see one on the PC, though some have come close (Dragon Age: Origins comes to mind as a recent example)
My main problem with New Vegas is the combat, where your skill determines success as much as statistics. It is definitely more on the side of 'RPG with Shooter elements' than 'FPS with RPG elements' though.Grouchy Imp said:I'd have to hold up Fallout: New Vegas as the best shout at a modern 'pure blood' RPG, but with two important qualifiers: 'Hardcore' mode must be on, and Iron Sights must be switched off. Without these two qualifiers F:NV falls back into the hybrid category, but with them ... ...
I think you hit it semi on the head. It is about the systems, but not necessarily the combat system.Aurgelmir said:To me defining the term Role Playing Game you have to look towards the origins of Paper and Pencil role playing.
Which, if I am not mistaken, derives from table top wargaming. The first games were very much all about the stats and fighting fights, the "playing your character" aspect came later.
So when I hear people say that unless you are given chance to create the personality of your character you are not playing an RPG, I get a bit miffed. Because to me that is a modern part of it, but all in all most RPGs are called this because of the stats and leveling mechanics.
Some times you can say games have "RPG elements" meaning that you get the leveling elements of an RPB, but with less emphasis on them.
I was waiting for someone to make that reference.srm79 said:No no no no no, you're all wrong.
This is an RPG...
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I'm sorry, I'll get my coat...
Not quite.Grouchy Imp said:But rules and mechanics are how you define games. If I were to say 'game played with a ball, on grass, with eleven men per team' I could be talking about either football or cricket - two very different games. It is the rules and game mechanics that make all the difference.Dastardly said:I agree. There is a tendency for RPGs to contain some kind of experience/leveling mechanic, and to provide choices to characters as to how they advance (choose new skills, bonuses, etc.), but it's not a requirement.Phoenixmgs said:RPGs have no attachment to specific gameplay mechanics
Not every sandwich has peanut butter on it. And not everything with peanut butter on it is a sandwich.
Alright, I see where you're coming from, but there are a few points I would raise in response.Dastardly said:Not quite.Grouchy Imp said:But rules and mechanics are how you define games. If I were to say 'game played with a ball, on grass, with eleven men per team' I could be talking about either football or cricket - two very different games. It is the rules and game mechanics that make all the difference.Dastardly said:I agree. There is a tendency for RPGs to contain some kind of experience/leveling mechanic, and to provide choices to characters as to how they advance (choose new skills, bonuses, etc.), but it's not a requirement.Phoenixmgs said:RPGs have no attachment to specific gameplay mechanics
Not every sandwich has peanut butter on it. And not everything with peanut butter on it is a sandwich.
Games are defined by goals. Rules are then added to clarify and shape those goals, and to keep the activity centered on those goals. For instance, football probably just began as, "Hey, I bet I can get this ball past you." The goal was to outsmart or outmaneuver the opponent with a ball.
Then it became, "Hey, I bet I can do it with just my feet." Add some challenge. But then the game started ranging wildly around the place, so they decided to set boundaries... which meant they needed a penalty for going outside the boundaries... Somewhere along the line more people got involved, so they had to set a limit on how many players could be on the field at a time. And on what "get the ball past you" really meant. And then they discovered it was unfair for the goal defender to have only his feet, so they let him use his hands...
And so it goes until we have a very specific code of behaviors. But while that might make it easier to pick out which sport you're watching, there is still a particular goal that defines it -- get the ball past you using only my feet. That's what makes football football. As you rightly mentioned, many other mechanics are shared with many other games. And in all things, the rules serve the original goal.
For roleplaying games, that goal is to create the sense that the player is "playing the role" of a character. It's the same goal as a three-year-old pretending he's a policeman. A traditional Mario game isn't a roleplaying game, but not because there are no "levels." It's because you're not "being Mario." You're using Mario as an on-screen device to accomplish the goal of the game -- to get from point A to point B. Mario's motivations are unimportant (or at best only superficially important), and there is no character development.
Now, a lot of roleplaying games have "levels" and "experience." That's simply because people playing a role want to feel a sense of progression. It's the same reason we keep time and score in football -- the point of the game is to play it, but the timer/scoreboard tells you how well you're doing and when to stop. They aren't really the point of the game, which is still "to play the game." They're just a way to measure if you're doing well and/or getting better. And that's what levels and experience are in a roleplaying game (when they are present).
You can watch people play football, without keeping score, and still tell that they're playing football. You can watch them play without set boundaries, and still tell that they're playing football. You can watch them play with too few or too many people, and still tell that they're playing football. Maybe they aren't calling any penalties, maybe there's only one goal... but all it takes is one thing to see that they are playing football: One person trying to get the ball past another person using only his feet. Conversely, having all the rest of it except that one thing makes it a completely different sport.
Same goes for roleplaying games. It's not "levels" or "experience points" that define them. It's not skill choices or classes. It's not the presence or absence of a fixed storyline. What does it take to have a roleplaying game? The player is stepping into the role of a character and asked to think, learn, and act the way they feel that character should or would in the game's situation(s). If that is the game's central goal, it's a roleplaying game. Everything else is just a rule or mechanic someone came up with to help create that feeling.