Why Choices do Not Define a RPG.

More Fun To Compute

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Defining an RPG is like defining porn. I can't tell you what is obscene but I know it when I see it.

If it has turn based combat with each player controlling one character with lots of stats, quests to do and areas to talk to people in then it might be an RPG.

Choice as a defining feature is a red herring. All good games should give the player meaningful choices of whatever sort makes sense for the game. From my list of things that might identify a game as an RPG I would expect a good RPG to have combat choices, quest selection/resolution choices and dialogue choices. (combat choices are probably the most important in a combat heavy genre like the RPG.)
 

Abedeus

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Hurr Durr Derp said:
They don't affect the game? If I run out of bullets, I'm just as screwed as when I'm underleveled in Final Fantasy. If I run out of health, it's even worse. I don't really see your point.
...I said "If I pass the level". I'm not saying "Whether I pass or not". In a scenario - 200 bullets vs. 100 bullets...

Why am I even arguing with this, when the next "argument" is a lot worse?

How is it that 'hit points' is a statistic, but 'lives' isn't?
Well, it's quite simple. If you have 100 hit points and you lose half, you still have 50. But you can't lose half a life. Once you lose a life, it's one life less - you have nothing.

Also, if hit points = lives, what will the usual RPG stats mean to you, like Strength or Endurance or however you call it?

Seriously.

For some reason, you're pretty much saying what I've been saying this entire thread.

Games like Diablo aren't proper examples of RPGs, and stats are not the defining feature of an RPG.
Oh. Okay then, moving on.

Because you think you're supposed to be arguing against me, but it turns out you actually agree with me?

That sounds like it'd be pretty annoying, yeah.
No, it's more like the argument Dr. House had.

- Nice bear.
- His name is Bill, and he's a dog.
- Words have set meaning for a reason. If you see an animal like Bill and you tell him to fetch, Bill's gonna eat you, because Bill's a bear.
- Bill has fur, four legs and a collar. He's a dog.
- That's what we call a faulty syllogism. Just 'cause you call Bill a dog, doesn't mean he's a dog.

Just because the other person said Heavy Rain is an RPG, doesn't make it true. Same as when people call Guild Wars a MMORPG, or Diablo an RPG.
 
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Abedeus said:
Hurr Durr Derp said:
They don't affect the game? If I run out of bullets, I'm just as screwed as when I'm underleveled in Final Fantasy. If I run out of health, it's even worse. I don't really see your point.
...I said "If I pass the level". I'm not saying "Whether I pass or not". In a scenario - 200 bullets vs. 100 bullets...

Why am I even arguing with this, when the next "argument" is a lot worse?

How is it that 'hit points' is a statistic, but 'lives' isn't?
Well, it's quite simple. If you have 100 hit points and you lose half, you still have 50. But you can't lose half a life. Once you lose a life, it's one life less - you have nothing.

Also, if hit points = lives, what will the usual RPG stats mean to you, like Strength or Endurance or however you call it?

Seriously.

For some reason, you're pretty much saying what I've been saying this entire thread.

Games like Diablo aren't proper examples of RPGs, and stats are not the defining feature of an RPG.
Oh. Okay then, moving on.

Because you think you're supposed to be arguing against me, but it turns out you actually agree with me?

That sounds like it'd be pretty annoying, yeah.
No, it's more like the argument Dr. House had.

- Nice bear.
- His name is Bill, and he's a dog.
- Words have set meaning for a reason. If you see an animal like Bill and you tell him to fetch, Bill's gonna eat you, because Bill's a bear.
- Bill has fur, four legs and a collar. He's a dog.
- That's what we call a faulty syllogism. Just 'cause you call Bill a dog, doesn't mean he's a dog.

Just because the other person said Heavy Rain is an RPG, doesn't make it true. Same as when people call Guild Wars a MMORPG, or Diablo an RPG.
Same as just because you say Guild Wars is not a MMORPG does not make it so either by that logic. Just because the world is not 100 persistent and you don't have to grind constatly and is not very gear driven does not make it some glorified singleplayer game.
 

Hurr Durr Derp

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Abedeus said:
Hurr Durr Derp said:
They don't affect the game? If I run out of bullets, I'm just as screwed as when I'm underleveled in Final Fantasy. If I run out of health, it's even worse. I don't really see your point.
...I said "If I pass the level". I'm not saying "Whether I pass or not". In a scenario - 200 bullets vs. 100 bullets...
Ok, let's explain it in more detail then.

If, in an RPG, I can't defeat a boss with 100 HP, I might have better luck with 200 HP.
If, in an FPS, I can't defeat a boss with 100 bullets, I might have better luck with 200 bullets.

And if you win the level with 100 bullets or 200 certainly makes a difference, because you might need those later. The same goes for HPs. Alternatively when looking at just the single level, neither of them matters. In either case you still won, so whether you won with 100 HP or 200 HP is not relevant.

Abedeus said:
Why am I even arguing with this, when the next "argument" is a lot worse?

How is it that 'hit points' is a statistic, but 'lives' isn't?
Well, it's quite simple. If you have 100 hit points and you lose half, you still have 50. But you can't lose half a life. Once you lose a life, it's one life less - you have nothing.

Also, if hit points = lives, what will the usual RPG stats mean to you, like Strength or Endurance or however you call it?

Seriously.
Yes, seriously.

I can't lose half a life, no. But you can't lose half a Hit Point either. I still don't see your point.

Also, I never said that lives and HP are exactly the same thing. I said they're both statistics, and I honestly don't see why you'd disagree with it. Either you don't know what the word "statistic" means (in which case I provided a definition in my earlier post), or you're just being an ass about it.

Abedeus said:
For some reason, you're pretty much saying what I've been saying this entire thread.

Games like Diablo aren't proper examples of RPGs, and stats are not the defining feature of an RPG.
Oh. Okay then, moving on.

Because you think you're supposed to be arguing against me, but it turns out you actually agree with me?

That sounds like it'd be pretty annoying, yeah.
No, it's more like the argument Dr. House had.

- Nice bear.
- His name is Bill, and he's a dog.
- Words have set meaning for a reason. If you see an animal like Bill and you tell him to fetch, Bill's gonna eat you, because Bill's a bear.
- Bill has fur, four legs and a collar. He's a dog.
- That's what we call a faulty syllogism. Just 'cause you call Bill a dog, doesn't mean he's a dog.

Just because the other person said Heavy Rain is an RPG, doesn't make it true. Same as when people call Guild Wars a MMORPG, or Diablo an RPG.
Yes, it's really annoying when people try to use the wrong names for things. Like when they try to say that a numeric representation of the amount of lives a character has isn't a statistic.

Other than that, I still don't see why we're even having this discussion because you seem to agree with me on the main points, apart from the dictionary definition of what a statistic is. I already mentioned that calling Heavy Rain an RPG is awkward, I merely pointed out that one could argue that it is like an RPG in that you actively roleplay a character. I already mentioned that I don't think Diablo is a proper RPG. I don't even see what Guild Wars has to do with it.

I see your point, I just don't understand why you feel that it conflicts with mine. The only point you have that I haven't already talked about earlier is the whole "lives isn't a statistic" deal, in which case you're arguing against the dictionary definition. If you think the dictionary is wrong in this case (it could happen), then at least present a clear argument.
 

Reg5879

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Hurr Durr Derp said:
A lot of text, and all you're basically are saying is "if the characters improve their stats, it's an RPG".

So I guess Football Manager 2010 is now an RPG?
You are taking on the role as Manager, so it has the role playing in it. lol
 

Savagezion

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The wargame thing is a bit played out in this thread. RPGs descended from wargames, not evolved from. Wargames are still alive and well known as the strategy genre. They didn't evolve, they gave birth to a new idea.

I do think that pen and paper RPGs are very relavant here though Hurr Hurr Derp. As they are what started it all and took the title. Also, it is what all RPGs have based their idea on. It is true that the term RPG has become muddled as Hurr Hurr put it and I agree you do have to exclude some games that are classified as RPGs or add in ones that aren't if you are going to define it 30 years after people have been making them.

I use FF in my examples because people know what it is. I ain't belittling the series or anything, I like FF for what it is. But what it is, is an adventure game with stats. There is a preset story from start to end and there is noreal exploration even. Just like in Zelda you waltz in people's houses, gank their shit, and say "Hi, wanna chat?" and they just merrily accept it. FF = Zelda with levels (stats). Or vice versa. And Zelda is an adventure game. If a the game Resistance, COD, Resident Evil, or Crash bandacoot was given stats and levels, that would not make them RPGs. They would still be linear stories you could just progress through; adventures.

veloper said:
Each of the players must fill their various tactical "roles" or jobs, to accomplish a goal together.
So the cleric must heal and buff and the rogue must scout and take care of traps, while mage does artillery, etc. That's where the role came from.

That's not the whole story, because an RPG isn't just the sum of tactical role + playing + game either.
It's a tabletop game with stats and character progression and it was a gamist afair. All that makes an RPG.
But really what else can they do? Master chief must go shoot the aliens as his role. A cleric can pick up a axe and go nuts if he wants to. The problem is I don't get why in your arguement you are bringing up tabletop RPGs. I feel like I am missing some of the point behind what you are saying. As every person I have ever met that has played D&D and speaking as a former designated GM for many groups, if a player is told that all their lines would be scripted and the only thing they get to do is call their next combat target or maybe try to figure out a puzle, they would not want to play anymore.

Your stats on your paper automatically fill this "role" you are supposed to play as soon as you pick a class. Picking a wizard means you will be limited to the wizards skill/spell set. However, look at weapons. Everybody loves to go unique with weapons when they can. I personally always run a bow with a mage if I can afford to sink my points in it. I think there is no greater weapon for a mage.

The GM's job is to present a world of many adventures laid out ahead of time. The player's job is to define their charactor in this imaginary world. As a GM I have trashed many quests... good quests too because the player went a different way. I tried to salvage the best ones if I could but sometimes the player just doesn't take the bait. As a player I once made a GM quit because I played my charactor according to his alignment. I as the player played by the rules I was suppose to but his story was too linear. It wrecked his whole campaign I guess so he kinda threw a fit and quit. This was simply because I was lawful evil. He wanted me to change my alignment, I said I would rather just trash the charactor, but that was no good for him either. It was one of "those" moments but that is how you can test a good GM vs. a bad one. A good one can roll with player choices and because of this gives the player choices and allows them to actually play their charactor" not just a charactor.

WorkerMurphey said:
2 coppers worth...

If you have a sense of your character being different from another person's playing the same game you're working with some level of role playing as you're allowed to create some sort of individuality to your character. The more the game focuses on this personalization, the more of a straight RPG it is.

It's all on a spectrum of the ultimate RPG being a kid playing make believe on one end and a crossword puzzle on the other end (no real choices in an x-word).
This isn't bad here really. It's makes a good, although vague, point. I think the reason for this is because as a player in a true RPG you can assert your own personal, even whimsical, outlook onto your charactor. However, my cloud and your cloud are basically the same guy.

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Therumancer said:
Hurr Durr Derp said:
A lot of text, and all you're basically are saying is "if the characters improve their stats, it's an RPG".

So I guess Football Manager 2010 is now an RPG?
He is correct more or less. An RPG is a game where the stats of a character matter above and beyond the abillities of the player. Results are determined by the numbers.

Football Manager 2010 and other similar games are actually cousins to RPGs. RPGs decended from war gaming where people decided it would be cool to focus on increasingly smaller groups of units, and then down to the idea of conducting scenarios where each person controlled a single character. The "role" aspect coming not so much from acting, but from taking the role of one guy as opposed to controlling an entire unit.
This post needed a special mention. It was a good read.

I am a person who argues that the most important aspect of something being an RPG is statistical management and resolution, without that you can't have an RPG. Storytelling and plotline can also be important, but take a distant second, not being part of the core definition.
I think both need to be present honestly and story outshadows the stats. Alignment plays a very important role in traditional RPGs. I can certainly see where one could welcome the old dungeon crawlers in as RPGs, but that was their transitional phase. They really hadn't came into their own yet which is why I think that the term "dungeon crawler" is more of a genre than the foundation of RPGs. RPG's officially stepped into their own with Dungeons and Dragons. AT this point, story telling became tremendously more prevailant and is also why GM'ing is so fun and difficult.

What's more to some extent I think such things can actually undermine an RPG
and it's management/problem solving aspects. When you start thinking in terms of "how does the GM want this resolved" rather than "how can my character resolve this" it arguably detracts from something being an RPG. This however gets into whole other arguements, and I want people to understand that I am not saying that games shouldn't have plots and such, or that they don't benefit from them.
I think this has more to with the perameters set by the one in charge. (be it GM[PnP] or Game Developer[VG]) I see D&D as a challenge of GM vs. players and vice versa. As a player, I always ask "how can my charactor resolve this" and as a GM I ask "how many ways can the player resolve this. Even the shoddy scripted D&D campaigns have hidden things around that the player may never find due to their actions. I admit I take it about 10 steps further than it probably needs to go but by doing so a player has complete freedom to play their charactor however they wish within the confines of their role that they determined upon creation. As you said good story will keep them coming back - as will freedom.

The problem is the more linear your story becomes, the more the player must ask "How does my GM want me to resolve this?" rather than "How can my charactor resolve this". The latter being more important in an RPG. I found this quote very peculiar in you post.
 

Cheesebob

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Geekiness....overload...DOES NOT COMPUTER...DOES NOT COMPUTE.

Let me ask this, since all RPGs (give or take) come from D 'n' D and since that is the ultimate 'choiced game' (I.E. you can quite literally do what the fuck you want) doesn't that make true RPGs choiced?

Or put it in another way: would you rather play DnD where you can do whatever you want and put stats wherever you want or play DnD where you have very little choice what your character does, looks like or even reacts to situations?
 

Therumancer

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Savagezion said:
The problem is the more linear your story becomes, the more the player must ask "How does my GM want me to resolve this?" rather than "How can my charactor resolve this". I found this quote very peculiar in you post.
I snipped quite a bit, hopefully I'm not forgetting anything.

At any rate, alignments were not something that came about in RPGs until later when people started building worlds and such for them. The point I am making here is that an RPG is fundementally a very simple thing. Sure a plotline can enhance an RPG, but at it's most
basic level it's about a collection of stats and some dice.

It's sort of like a couple of wargamers fielding armies and then rolling dice to see who wins based on how well they can controll the variables. Sometimes the people involved will re-fight a historical battle, in other cases they might just put down a few units of napoleanic era troops on a sandtable with some random scenery and have at it.

To begin with the appeal was more along the lines of having a set of mechanics that could emulate one specific guy taking a swing at another guy with a weapon. Just like lining up a few random units to fight a skirmish or whatever the satisfaction was simply from the doing, rather than some kind of fantastic metaplot.

I'm not saying that this is all RPGs should still be of course, simply that it's those fundemental sorts of mechanics, where two gamers can say "I whack you with my sword", "noes! I whack you" and roll dies for the resolution as to who wins the ensueing swordfight that makes something an RPG. Anything else is simply dressing it up, and while that might improve it, none of the dressing like story, plot, etc... should be mistakenly considered integral to the games themselves.

-

As far as the bit you quoted, I will say that the problem of course is in having a story and considering that integral to the experience. To put things into context, RPGs at their best are a framework, a loose plotline with an objective, followed by tossing the characters out there to do their thing. There is doubtlessly going to be a storyline tying things together, but the idea is not to TELL a story since that by definition implies a degree of railroading.

To put things into perspective one of the more classic modules out there is "The Isle Of Dread" which has been reprinted for several versions of D&D. The plot is basically "you have heard that there are great riches on this island from which nobody returns, being adventurers you have decided to sail there to see what all the fuss is about". Now, there are several things going on, on this island, none of which has a predetermined resolution, and any of which can be missed. For the most part the adventurers explore the island via a hex map, and graph paper. There are also suggested additional plot elements that can be introduced like say a wizard deciding he really wants a pet dinosaur and once he hears the adventurers talking about their adventures while selling their loot he hires them to capture one for him on their next trip.. and things like that.

Storytelling as a "gaming" form is something I've actually seen as a sort of cancer within gaming. All too often today an adventure consists of a series of interlinked, and more or less unavoidable encounters. The techniques suggested in many DMGs at one hand talk about not railroading, but then also go on about doing the job "right" to present the illusion of freedom without actually giving any.

This form of GMing is actually a *LOT* easier than creating an adventure framework like the above because you can control the variables by limiting them to the umpteenth degree. It's also the format most published adventures have been using for a while because it's relatively easy to write as well. The attitude being that you as the GM are telling a story, and the PCs are playing roles within it... the GM already knowing the end of the story, or perhaps maybe the possible ends from a short list that he'll allow to transpire.

A good example of this would be the published Adventure that "tied up" the entire Bahrain facility/Slider metaplot in White Wolf's old "Aberrant" setting. The basic adventure winds up with the PCs watching a bunch of NPCs doing whatever the plot demands, with the instructions clearly saying to ignore PC actions and that they are smacked down by godlike power (irregardless of what they might be capable of) if they try and interfere with the intended resolution. Not only is this common nowadays in adventures (with various degrees of class) but a lot of people seem to think that this is the way things are supposed to be, hence all of the discussion about storytelling being the defining element of RPGs... which it is not.

While there have always been discussions about Monty Haul or "Munchkin" characters in the gaming community, just in the time I've been playing I've noticed definate shifts in what is considered to be such behavior. A lot of the time characters that need to be "disaplined" are simply doing what they are supposed to, and while at one time it was hard to throw a wrench in the gearworks of an adventure, today there is so much stuff that has to happen in an interconnected plot that it's hard to really blame someone for trying to do their own thing when it makes sense. Once upon a time a "wrench in the gearworks" might be if someone hit upon the idea of grabbing a flying ship from another adventure and using it to traverse "The Isle Of Dread" and avoid the seamonsters and shoot landlocked dinosaurs with arrows from safety. Today it's more like "OMG, one of the PCs decided one of my NPCs is an obnoxious twit and left a key encounter, which makes the adventure difficult to continue for everyone else. I must disapline the guy...". The former representing the true spirit of gaming and how things could go wrong (and I mean kudos for brains if someone knew about such a ship, and thought about using it), the latter being more along the lines of "So what your saying, is that this thing is on such rails that if the PCs don't endure this guy, the entire adventure derails?".

At any rate, all rambling aside, I will say there is middle ground between the two, what I'm getting at is that it's when you start going too heavy with the story aspects that you wind up with problems. The more the game becomes focused on telling a story, as opposed to creating one as things happen, the more linear things become by their very nature.

When it comes to video games, I do understand why the medium leads to heavy story telling with little control over most of what happens. I mean game programmers can only allow for so many contingencies. I do however think that the future of computer RPGs lies more in the direction of sandbox games like "Oblivion" or "Fallout 3" than in the direction of say "Mass Effect" which despite the prescence of some stats is barely a shadow of an RPG anymore as of the second installment. Heck, half the time choosing differant options in conversations just changes tone more than actually resulting in anything differant happening.

Once someone creates a sandbox where the little quests and characters can be as involved as the stuff going on in the more cinematic "RPGs" I think success will have been achieved with the genere. We aren't there yet, but I imagine it will come eventually.

For those who read this far, I think a key element is going to be easy to work with voice creation technology, allowing programmers to create the voices, inflection, delivery, etc.. they need from whole cloth in a studio without needing an actor. Similar tech exists, but
it's not all that prevelant right now. One of the big bariers afflicting game design is of course voicework and the time and expense it takes, but I imagine this will not always be the case. Once voices become easier to do, you'll probably see more options becoming availible due to being able to easily produce more lines, and less need to feel people need to be rushed through all the characters and not "miss anything" because of all the effort taken.
 

Abedeus

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Glademaster said:
Same as just because you say Guild Wars is not a MMORPG does not make it so either by that logic. Just because the world is not 100 persistent and you don't have to grind constatly and is not very gear driven does not make it some glorified singleplayer game.
Actually, it's in the very acronym's extension - MASSIVE multiplayer. Instanced =/= massive. Towns are instanced. Dungeons instanced. Explorable areas instanced. Everything in the game is instanced.

Also developers don't call it an MMORPG. Their definition of coRPG (cooperative online RPG) is much more accurate.
 

Lightslei

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All games except puzzle games are RPGs.

Problem solved.

It's just that it divides from there and whatever other category it's most like, is what gets it the style it is. If it doesn't fit, it's just considered an RPG.

Can we drop this stupid argument now?
 
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Abedeus said:
Glademaster said:
Same as just because you say Guild Wars is not a MMORPG does not make it so either by that logic. Just because the world is not 100 persistent and you don't have to grind constatly and is not very gear driven does not make it some glorified singleplayer game.
Actually, it's in the very acronym's extension - MASSIVE multiplayer. Instanced =/= massive. Towns are instanced. Dungeons instanced. Explorable areas instanced. Everything in the game is instanced.

Also developers don't call it an MMORPG. Their definition of coRPG (cooperative online RPG) is much more accurate.
Towns are not instanced. Towns are just split into different districts as the servers can't handle the amount of people in one town. Although while other things are instanced hardly makes it less of a MMO. Just because you don't have people kill stealing does not make it not a MMO. I really don't care what some devs say anymore with the way Bioware goes on. The only real difference between a CORPG and a MMORPG is focus on PvP so what that makes WoW a NCORPG as in non competitive online role playing game since it focuses on story rather than competitive play?
 

fletch_talon

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Hurr Durr Derp said:
fletch_talon said:
Hurr Durr Derp said:
A lot of text, and all you're basically are saying is "if the characters improve their stats, it's an RPG".

So I guess Football Manager 2010 is now an RPG?
When character advancement is the primary gameplay feature of the game, it is an RPG.

Footbal Manager's main feature is the simulation of managing a football team. Thus it is a sim.

Zelda lets you learn new sword techniques and gain new items, but that's got more to do with the story and to enhance the action and platforming sequences. Its generally labeled an action/adventure.

Final Fantasy involves fighting things, but your success revolves around how far your character has advanced, in terms of level stats and equipment.

Rather than there being J and W RPGs, I view them as choice driven, stat driven and free.
Choice driven - Focus on character advancement through choices during the story (still has stats for physical/technical/magical advancement)
Stat driven - Focus on achieving a level of character advancement high enough to tackle enemies.
Free - Generally focuses on stats but there is little to no story progression. Instead the focus is on creating your own goals and advancing your character to meet said goals.

Its probably not perfect since I'm tired, and they certainly can overlap, but this is how I see it.
I find the boundaries you set extremely arbitrary.

To keep with the same example, a game like Football Manager relies extremely heavily on stats. No matter how good your tactics, you won't be able to win a tournament with statistically crappy characters. I agree that it's not an RPG, but this has nothing at all to do with how important character advancement is.

On the other hand, there are plenty of games that are generally considered RPGs that you could win without ever 'leveling up'. Mass Effect 2 and Oblivion are two recent examples.

Since stats and character advancement is far more important in Football Manager than it is in Oblivion, would you say that Football Manager is a better RPG than Oblivion? I'd find it hard to take you seriously if you did.
I'm not sure that you actually read my entire post. Here are the key points again.
Football Manager's primary feature, the reason people play it, the way it is marketed even, is as a simulation. It has stats as part of its gameplay but the major focus (or so I assume) is to select teams and players and make choices as if you were a football manager. Thus it is a sim.

I'd also strongly argue that stats are not more important in Football Manager than Oblivion. People play Oblivion because they like the freedom to do whatever you want, a lot of which is tied into the oppurtunity to advance specific stats to form the character you want to play. As said above, people play Football Manager to pretend to be a football manager.

Mass Effect would come under the choice driven heading that as I specified focuses on character progression (not necessarily stats) based on choices you make throughout the game, in this case moral ones.

Oblivion is a free rpg. You set your own goals and have stats that allow you to advance your character however you want to achieve those goals.

I certainly don't think my definitions are perfect, but you seemed to miss the point entirely.
 

Fire Daemon

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Hurr Durr Derp said:
By that logic, most Final Fantasy games are not RPGs because the player has no direct influence on the stats of their characters, and even less on those of their enemies.
There are spells and abilities that influence the stats of the characters and the enemies in the form of ailments. Sleep and poison for example can be used against the enemy. You also have a some what limited control over the leveling of the characters, this isn't as advanced or as in depth as other RPGs but stats are still involved and linked with the player.

The main difference here is scale. In a wargame, you control an army of (mostly) faceless, nameless soldiers. In an RPG, you control one individual, or a relatively small group of individuals. These not only act individually, they are also individual in that they have different skills, different names, etc. If I have a squad of Devastators in WH40k, they act as a single unit, and they're all "Devastator". If I have a party in an RPG, we might have Alice the Rogue, Bob the Warrior, and Charles the Wizard.

While wargames and RPGs certainly have a lot in common. After all, the first RPGs were made by wargamers who wanted to emulate some of the heroic adventures of characters like Conan the Barbarian in stead of commanding an army. But that's a big part of the reason stats don't define RPGs: The two are different genres, but they both use a very similar system of stats.
However scale is also a poor unit of measurement for the definition of an RPG. If I was to play a small game of W40K with a single Death Watch unit against a certain number of Xeno I could easily give all of my unit names, I can give them all specialized weapons and rolls and I can treat them much like a small group of adventurers with their own names and even their own characteristics represented by the model, there isn't much difference between this example and any standard PnP RPG. This game of 40k is sounding pretty similar to a game of DnD and I think that if someone described it without the 40k part you would admit that it sounds like DnD. It sounds like your definition of an RPG is based on scale but scale is, as said before, a poor unit of measurement. What is large and what isn't changes between people, would someone playing two characters not be playing an RPG? What about a DM in control of ten characters, would he not be playing an RPG while his friends were. That doesn't make any sense and is why I think that wargames should be included in the definition for RPGs.

If you don't see how playing one character, or playing in a small party of individuals, is different from commanding an entire army, we've got a bigger issue than squabbling over definitions.
I can see the difference but what I'm saying is that the difference doesn't separate wargames from RPGs as I said above.

Also, whether a character is stock or not has absolutely nothing to do with a game being an RPG or not. Even tabletop games often come with a couple of pre-generated characters, and playing those doesn't make it not an RPG.
Exactly. Story and characterization have nothing to whether or not it is classified as an RPG.

I never even used the word characterization, so I don't see where you're going with this. The reason I think that by strict definition Final Fantasy is not an RPG, is that you've got no real input on the character's actions outside of combat. You're just following the character as they go through their predefined routines, and occasionally get to control them in order to fight an enemy.
A game like DnD can play exactly like that with the DM going 'now your here and there are some Goblins to kill' and then you kill those Goblins and then the DM goes 'Now you are here and you have to kill a Dragon' and then you kill the Dragon. An RPG can play out like a series of combats without any interlocking story and still be an RPG, unless you want to say that differing games within a game structure can either be an RPG or they can't. Some games of DnD are RPGs while others aren't? That doesn't sound right.

Anyway, doing that you get a flimsy definition of what a Role Playing Game and would probably end up defining everything as an RPG. That example I put above, it's an RPG because I can attack Goblin 1 first or I can attack Goblin 2, it's got input. Final Fantasy, same thing. In fact with Final Fantasy you can leave your character standing like a statue forever completely stopping the story, that's input right?

Compare that to Mass Effect, where you get to make tons of (usually minor, often insignificant - again, the limitations of videogames) choices that actually influence the characters and the world around them.
Above I said that any minor input could make something an RPG but on the reverse the most major inputs could to a person stop Mass Effect from being an RPG.

You always end up at the Citadel, you always have to fight Sovereign, you always have to save Liara. One could argue from their perspective that a game has little input or choices and say that it isn't an RPG. That is why you're definition is faulty, anyone could say that nearly anything is an RPG because they have some input into it. That doesn't work.

I don't intend to come up with a list of exceptions because I don't think it's necessary in order to illustrate what I mean. Part of what you typed here goes well with what I already wrote in a different post, namely that the definition is far too wide. A good number of games that rely heavily on stats aren't considered RPGs, after all.

The thing is, as I said before, that the term "RPG" has become far too muddled to be accurately defined. I don't think anyone can come up with a conclusive definition without either excluding some games that are considered RPGs, or including some games that are not considered RPGs.
The reason that the definition is muddled is because you have created your own that doesn't make any sense. Final Fantasy is not an RPG because it lacks input, Warhammer is not because of the scale, games that only involve improv acting are RPGs, games without improv acting are RPGs. You're all over the place withw hat you would classify as an RPG while mine does not have this problem. You can look at anything and check out the roll that stats play and determine whether or not to class it as an RPG easily. It has a larger spectrum of games, games you might not like, but that's something you have to live with. If you don't like Football Manager cretins saying that they play a RPG, the most prestigious and great genre of gaming, I suppose you will have to create a stupid definition that only serves your purposes. Seems like you might have already done that.
 

Kurokami

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TheTaco007 said:
Hurr Durr Derp said:
A lot of text, and all you're basically are saying is "if the characters improve their stats, it's an RPG".

So I guess Football Manager 2010 is now an RPG?
Good point.

Though that isn't 1 specific character, that's many. RPGs are more about 1 character's skills/customization.
Wait, Mass Effect 2... shit...
You play one of the characters though.

To me RPG is more than one of those conventions. (actually to me its generally self defined and tends to include freedom and leveling)
 

DeathWyrmNexus

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Oh for fuck sake... RPGs came from the tabletop genre. The tabletop had two defined features, stats and the very important, acting out the role which entails deciding what they would do.

That last part is the huge big deal. You create a character and alter the story by being the X factor. That was the key to the experience. You have a goal but you have a nearly infinite way to define your character. Keyword, your.

It is the big key to a lot of current tabletop rpgs, choice. It is also the big factor in replayability. It is why my books have more value as a game than the video games I buy. I can spawn infinite adventures, scenarios, and characters from those books.

I think you are missing a point in your rant. Roleplaying has a big part that includes Choosing your role. Choice from the beginning. :/

Also, Diablo was a dungeon crawling game. I love Diablo and played Diablo 2 for years but they weren't roleplaying games. The only similarity was a level up system.
 

SL33TBL1ND

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Hurr Durr Derp said:
A lot of text, and all you're basically are saying is "if the characters improve their stats, it's an RPG".

So I guess Football Manager 2010 is now an RPG?
No, because that doesn't even count as a game. Zing!
 

migo

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Hurr Durr Derp said:
A lot of text, and all you're basically are saying is "if the characters improve their stats, it's an RPG".

So I guess Football Manager 2010 is now an RPG?
That's probably stretching it a bit far, but I noticed with games like Wing Commander: Privateer and Escape Velocity, even though you're not increasing the character's stats, buying new ships and add ons is very similar to spending character points in an RPG.

Also, you've piqued my interest in sports games.
 

veloper

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Savagezion said:
veloper said:
Each of the players must fill their various tactical "roles" or jobs, to accomplish a goal together.
So the cleric must heal and buff and the rogue must scout and take care of traps, while mage does artillery, etc. That's where the role came from.

That's not the whole story, because an RPG isn't just the sum of tactical role + playing + game either.
It's a tabletop game with stats and character progression and it was a gamist afair. All that makes an RPG.
But really what else can they do? Master chief must go shoot the aliens as his role. A cleric can pick up a axe and go nuts if he wants to. The problem is I don't get why in your arguement you are bringing up tabletop RPGs. I feel like I am missing some of the point behind what you are saying.
The point is, knowing that RPGs were not originally coined "RPGs" for roleplaying in the thespian sense, but rather playing the *tactical* role, all the fluff is not a requirement for a RPG.

As every person I have ever met that has played D&D and speaking as a former designated GM for many groups, if a player is told that all their lines would be scripted and the only thing they get to do is call their next combat target or maybe try to figure out a puzle, they would not want to play anymore.
If you played with gamist players instead, the game becomes all about playing optimally to get ahead.
Combat is the heart of D&D and the early D&D campaigns were dungeon crawls (Gygaxian). You didn't even name your pc.

You can redfine the RPG all you like just aslong as you realize it's not the original definition, but your own definition and you're nolonger talking about the same thing.
 

Abedeus

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Glademaster said:
Abedeus said:
Glademaster said:
Same as just because you say Guild Wars is not a MMORPG does not make it so either by that logic. Just because the world is not 100 persistent and you don't have to grind constatly and is not very gear driven does not make it some glorified singleplayer game.
Actually, it's in the very acronym's extension - MASSIVE multiplayer. Instanced =/= massive. Towns are instanced. Dungeons instanced. Explorable areas instanced. Everything in the game is instanced.

Also developers don't call it an MMORPG. Their definition of coRPG (cooperative online RPG) is much more accurate.
Towns are not instanced. Towns are just split into different districts as the servers can't handle the amount of people in one town. Although while other things are instanced hardly makes it less of a MMO. Just because you don't have people kill stealing does not make it not a MMO. I really don't care what some devs say anymore with the way Bioware goes on. The only real difference between a CORPG and a MMORPG is focus on PvP so what that makes WoW a NCORPG as in non competitive online role playing game since it focuses on story rather than competitive play?
Sure towns are instanced. Every continent has its own server, and until about a year or two ago, you couldn't change your server more than 5 times on an account. Then, there are countries that host language-specific servers. And then those servers, mostly German, French and English, have districts, usually more than one.

It's called coRPG because when you go outside the town, you compete with your chosen team to accomplish a goal. Kill the enemies, finish a quest, mission. But you can't swap your team members. Once stuck with them, you have to deal with them until you:

a) fail or get 60% DP while in Hard Mode
b) succeed and leave the mission automatically
c) all leave or resign from the game.

You can't interact with other players outside of your INSTANCE. You can't trade with them, can't see them, you can't even talk to them using normal chats - only guild, alliance and whisper work globally. Check this:

http://en.wikipedia.org/wiki/Competitive_online_role-playing_game

It SHARES similarities. They are not the same. If Team Fortress 2 had global servers, instead of private servers, it would be called a... okay, if it was an RPG too. But you get the point.
 

Vohn_exel

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Or the increasing attributes of Lara Croft in.... I forgot there are too many Tomb Raider games.
Hm, now there's a gameplay mechanic that would make Tomb Raider a...different sort of game :p.