InvaderErl wrote...
thebuggiman wrote...
thats my personal definition of an rpg
doesn't mean its the right one
There is no right definition, anyone that tells you what is and isn't, especially in a genre as diverse as this one is being silly.
To use the Gaider quote again because its by far the most sensible thing ever written on these forums (including my nonsense gibberings),
David Gaider wrote...
Personally, I find it interesting that so many RPG players claim to be fans of the genre but make their requirements for what constitutes an actual RPG so narrow that it doesn't seem to be a genre at all but simply a selection of their few favorite titles. A few titles does not make a genre, after all.
Another thing which I find interesting is the role that nostalgia plays in this. These same players will often swear up and down that there is no nostalgia, but I suspect part of what made older games so special to them is because they were new. That seems like it should be self-evident, but I see a lot of people running on the assumption that the novelty they felt playing an earlier game can be recaptured simply by replicating the features in their entirety -- and looking at those features as if they could exist independently of each other, rather than in the context of a game where there are often trade-offs.
It'salso strange that these same people will make contradictory demands: they want novelty and innovation, while simultaneously wanting nothing to actually change. If there was an RPG they liked in the past, they want a new RPG to be made that's just like it but to feel as fresh and new as when they played it back then -- ignoring the fact that they are no longer who they were.
Now that's not to say that people don't like what they like -- just that there's a lot of factors that go into the whole "what is an RPG?" question, many of them emotional. You ask that question and you often get "what should an RPG be?" back. Speaking for myself, I think there's a lot of room in the genre for exploration, and I'm uncomfortable with the entitlement of those who claim to be spokemen for the "real RPG" model -- what they like is intelligent and everything else is "dumbed down" and thus for the less intelligent hoi polloi.
Ideally there would be room for RPG's to come out that cover the spectrum of interests within the genre. If the market is there, the industry will find it. I think what you often encounter is a fear amongst RPG fans that there isn't a big enough market for what theypersonally like and yet a desire that triple-A games should still be made for them regardless.
I've argued this before, but what the hell:
David Gaider's arguments are correct in general - the RPG genre is a wide ocean of possibilities that encompasses many things, including things that most people wouldn't consider RPGs at all. Nostalgia drives expectations, and with such a wide range of possibilities swimming at various depths in the RPG sea there really is no way to make a game that could possibly meet everyone's expectations for what an RPG should be.
Diverse experiences create diverse expectations for any game that is purported to be an RPG, and the end result is that there are an equal (or greater, or lesser sometimes) number of dissatisfied gamers to those who felt the game was an accurate portrayal of the 'true' RPG experience.
HOWEVER...
There is a fundamental flaw with Gaider's argument when you try to apply it to ME2 - the fact that ME2 is a sequel, and a direct sequel at that.
Everything about varying expectations is correct when you apply the RPG template to a new game, including ME2, when considered by itself - but it can't really be considered on it's lonesome, since it's a trilogy. The ultimate problem with this is that ME2 has a large amount of baggage in the form of previously fulfilled expectations.
This severely limits the ability to use the wide RPG sea as a defense; you cannot throw up a credible argument about expectations being to narrow for the range of things that can be RPGs when you already have those same expectations anchored with a previous game. It just doesn't fly.
Even with a sequel, there is some wiggle room for innovations, improvements, changes, etc - but not much. That's where ME2 went wrong; they moved the game out of the acceptable expectation range set by the original, and into the expectation range allowed for entirely new games. For a sequel, that is a really bad idea.
The could have kept ME2 closer to the core elements of ME1, but they focused too hard on the combat (which was their sacred cow for ME2) and neglected the other areas that could have kept the game close enough to the original not to cause many of their RPG-oriented fans to recoil.
To summarize, the 'what defines an RPG' defense isn't effective when you've already established a baseline that previously defined the series as a whole. You don't change horses in the middle of a stream, and all that.
Is ME2 an RPG? Sure. Is ME2 an RPG like ME1 was? Not so much. That's really the biggest issue with the game as it is.
I don't think I was as clear as I wanted to be, but I am really tired right now.
Modifié par CatatonicMan, 16 juin 2010 - 05:41 .