What is a Role-Playing Game?
https://youtu.be/1JhlHm02-JU
So based on what the guy in the video said RPG is not about stats, exp, quest, inventory system, etc. The essence of RPG is playing a character and making choice as that character, the choice that affecting the story and the world.
That guy may sounds rude but I kinda agree with his statement and I want to know your opinion about this topic. What is a role-playing game?
So based on what the guy in the video said RPG is not about stats, exp, quest, inventory system, etc. The essence of RPG is playing a character and making choice as that character, the choice that affecting the story and the world.
That guy may sounds rude but I kinda agree with his statement and I want to know your opinion about this topic. What is a role-playing game?
2
Comments
I personally don't think there is any single codified RPG tell. For me, as long as the game is driven by a narrative and your character grows in some way by the end of the game (either by leveling up or character development, preferably both), then the game qualifies as an RPG.
In all seriousness, ya, it's true you play a role in the vast majority of games. It's only in abstract games where you don't.
https://www.youtube.com/watch?v=hWTFG3J1CP8
I'll summon @Vallmyr to hear your thoughts on it, considering you created that thread and maybe now can reflect on your ideas about the subject, nearly 3 years later.
Narrative and choices = adventure.
If you do not choose a role, it is not an RPG.
The different roles (Fighter, Wizard, Rogue, etc) allows the player to tackle challenges in different ways allowing different experiences for different play throughs.
Choices is generally a new phenomenon in gaming and really doesn’t constitute a RPG.
I think cRPG in the Western tradition is surprisingly hard to define, because it is more of a loose confederation of subgenres. Maybe it helps to break it down to sort of a lowest common denominator? For me, a cRPG is a game that allows you to develop your character(s) in terms of game mechanics, i.e. by acquiring new powers and/or equipment and allows you to identify with your character, either using a blank slate model for the characters (e.g. Wizardry, M&M, Elders Scrolls) or by giving you a fully pre-defined character who can make impactful choices.
Using this definition, the Witcher is required to give you meaningful choices to qualify as an RPG given that you play a character with lots of history and personality, but M&M 3 is an RPG because you can project whatever you wish into your characters, even though you barely making decisions in terms of how the story unfolds.
Some more examples:
Jedi Outcast is not an RPG because you are playing a pre-existing and well-defined character, without being able to affect the story significantly. Deus Ex is an RPG, because while you are stuck playing JC Denton you are can affect the story in many minor ways and to make a major decision at the end.
Still, there are border-cases, e.g. is XCOM 2 an RPG?
The "parent directory", so to speak, called "RPG" includes any game where you play an avatar on the gaming screen, control that avatar, and make it do stuff, because you're automatically "playing a role" when you do that.
Of course, defined that broadly, even "Pac-Man" is an RPG. I think "Donkey Kong" or "Mario Brothers" certainly qualify.
The value of terms in language is in their utility - communicating your meaning to the other person. For that purpose, the more specific you can be in communicating your meaning, the better. If I say "Action rpg loot-based Diablo clones", you probably can think of exactly which games I am thinking of. If I just say "Action RPG's", we can easily misunderstand each other and get into a semantics-based argument about what exactly that term means.
If I say "Dungeons and Dragons style party-based RPG's", you probably know exactly which kinds of games I am thinking of, whereas if I just say "RPG's", or "western RPG's", we might be thinking of very different things, and again get into a semantic argument with lots of misunderstanding and miscommunication on both sides.
So, the more specific your terms the better, when the goal is communicating an interesting or worthwhile idea or set of ideas.
So Ultimas 4-7 aren't RPGs by this definition. What constitutes "affect the story significantly"? Most games only have one ending, two if lucky. Since Resident evil 2 or Dino crisis have three separate endings, would that make them RPGs? Since you can affect not only the outcomes of the games, but also the flow and individual events.
For example in a shooter, you shoot. In a platformer, you platform. It describes the action taking place. Roleplaying though is really vague because every game is a roleplaying game. You play a role and all that. However, for the sake of categorizing RPGs are things that have an emphasis on statistics. Levels, HP, attributes, and so on.
Lots of games let you play a role with consequences but the focus is on adventure or puzzles therefore those are Adventure or Puzzle games. They may even have elements of RPGs, such as Bloons Tower Defense which is a strategy game in the tower defense subgenre, which has an experience system.
It's a lot like books. You can have a Fantasy title with Political Thriller, Romance, or Mystery tropes and plots; but if the main plot is about magic or other supernatural themes, and it uses Fantasy tropes predominantly, then it is Fantasy.
I don't think that an RPG needs to have levels. For example, VtMB is one of the best RPG's and ... No character level. There are attribute level, skill level and discipline level measuring your character capabilities.
An RPG game can gradually lose more and more RPG elements until if they don't say that is an RPG game, nobody will consider. To name few, Elder Scrolls and Diablo. TES lost many interesting stuff. From Daggerfall/Morrowind to Oblivion and then from Oblivion to Skyrim. Or in Diablo case, D1/hellfire is very RPG like, D2 until overpowered runewords very rpg like, LOD made D2 focus become much more about loot hunt and D3 is pure loot hunt. No character progression.
In fact, even your attributes is linked towards gear and all damage, including unarmed strikes are linked towards gear. I don't know how it can exist. Is completely immersion breaking. Imagine an dialog in any fantasy movie with an necromancer apprendice and an master
- "how you becomed the most powerful necromancer in the world"?
- "i found this gloves and boots that increases my IQ by 300 points and this big and sharp axe that i use to animate an powerful golem. First you dismaterialize the axe. Then cast the spell, then rematerialize the axe, remember. More big and sharp the axe, more powerful artificial unlife you will create(and yes, your weapon disappear during animations)"
- "But master, where we should go to study/practice"
- "Study/practice? This will not make your spells stronger. Everyone from the weakest to strongest necromancer in the world can animate 7 skeletons, everyone is equally intelligent and tough, now stop with this nonsense and go search an glove that can make you 50x stronger!!!! And remember, never drop your axe, otherwise your golem will become useless"
I wonder if people have different level of suspension of disbelief watching an lord of the rings movie and playing an similar fantasy game. Few ultra rare items giving non stacking bonus to certain attributes is OK. But gear making or breaking your character is not RPG. And is not just D3. Recently i saw adds about "albion online" and game that proposes that you are what you wear.
Why are so many RPG's becoming each time less about RP and more about "gear playing game"? The main appeal of a fantasy RPG is to "fell immersed" inside an skin of someone in another world. It kills the main propose of the genre IMO.
English is not my native language but i think that everyone can understand my main point. Stat and gear linked = awful.
Your example of not needing levels is a game with "attribute level, skill level and discipline level".
Yes, you are right. I've should said no CHARACTER level. But in overall, you can use other "metric" to measure your character capabilities. Can be symbols or even letters. For example A to F where the average human is C. But my point is that this games that links your attributes towards gear removes the meaning of attributes. Attributes stop working as an tool to measure how your character is in relation to the rest of the world and become just an number without any meaning.
If i remember correctly, on zero no tsukaima anime, people in the another world tends to use the following system. An point mage dominates one element, an line dominates 2, an triangle, 3 and a square four(...) i can imagine an RPG system working similarly. But i can't consider this games where everyone of the same class at the same level has the same skill and the same attributes and are just clones using different cloths as RPG's. Maybe "gear playing" game since everything that you do is farm gear and you never role play...
https://www.youtube.com/watch?v=EBAHzsqBmCA
An interesting comment from Rafa .OLL
2 years ago
And actions with consequences. For example, become an vampire, willing or not in Daggerfall and Morrowind makes you take a lot of damage on sun, be ostracized in many places, etc. On Oblivion, you take no sunshine damage in stage one, little damage on stage 2 and a lot of damage in stage 4, Clouds can reduce the sun damage but not negate. On Skyrim, vampires has little health regen penalties during the day but no sun damage. You cold argue that the sunlight in Skyrim is much more "weak" than in Morrowind for example, but on TES Online, you can be in a desert, during midday and honestly, sparkling vampires are awful. Doesn't matter if is in an teenager novel or in a game. I IRL suffer more with strong sun than TESO "fairy vampires", literally fainted when experienced 36ºC some years ago.
For more action focused games, one think that removes action and consequences is respec. For example, do you wanna play DkS 2 as a pyromancer? Good luck on Iron Keep. Wanna be a Hexer? Good luck against DarkLucker. Ohh wait, you can respec. So doesn't matter if your build is weak against an particular type of enemy. You can respec from one class to another, just to complete one part and then respec again.
But that brings another discussion. If an RPG game implemented badly RPG mechanics, it makes then no longer RPG's? I think that as longs the main focus is RP, yes. That is why i can't consider fallout IV or fallout 76 as an RPG.
Diablo 1 - aRPG
Diablo 2 - loot focused aRPG
Diablo 3 - Loot focused action game
Fallout 1/2 - RPG
Fallout 3/NV - aRPG
Fallout 4 - Shooter
Honestly, even Far Cry 3 has light RPG elements. I can't consier FL4 an RPG without considering FL 4 too. And only because the game isn't an RPG, doesn't means that is a bad game. I like Borderlands, just don't think that belongs to RPG/aRPG genre. Is a loot shooter.
I think roleplaying games are just what the industry has decided to name a vast generality of videos games that share few, some, or many similarities with tabletop P&P (most usually D&D) style of play. They know if they say “RPG” it will signal to a certain gamer fanbase.
It may be most useful to break down RPGs into subcategories, and then break them down into even more defined sub-subcategories, possibly even going to another level of sub-sub-subcategories until you have sub-to-the-nTH-subcategories.