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To RPG or not to RPG, that is the question


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#451
Ahglock

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AlanC9 wrote...

Il Divo wrote...
Amazing the tactics you resort to when confronted with source material. I'd say that ADnD 2.0 incorporated as much, if not more, 'fail' than anything found in 3.5. But let me guess, you do not agree with the source, therefore it is illegitimate? Is Mass Effect 2 'not' an RPG by that same token?


Umm... Terror_K's been consistent about calling ME2 an RPG.

Edit: I agree that asserting D&D 3.5 is "made of fail" is silly without a supporting argument, but that was a throwaway, and not worth talking about.


Some of us just hold those truths to be self evident.  :)  Though 4.0 is made of even bigger fail.  Honestly I can play/run any of the editions I prefer basic-2e myself, but pathfinder has done some good things with 3.5. 

#452
Il Divo

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AlanC9 wrote...
Umm... Terror_K's been consistent about calling ME2 an RPG.

Edit: I agree that asserting D&D 3.5 is "made of fail" is silly without a supporting argument, but that was a throwaway, and not worth talking about.


I am fully aware that Terror_K has said that ME2 is an RPG. My point is that if he can so easily disregard 3.5 on this basis of fail, he should have no trouble doing so with Neverwinter Nights, Kotor, and even moreso with Mass Effect 2.  

Admittedly,  my post was misleading on that point. Sorry about that.

#453
Terror_K

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I didn't say that AD&D 3.5 wasn't an RPG, that was just --as AlanC9 said-- a throwaway line. I just personally don't like the changes made to D&D in 3.5, and 4 was even worse. Seems now that it's AD&D for dummies, or as I prefer to call it ADDAD&D. Yes, despite my claims that they are separate entities, it's interesting to see P&P RPGs also getting dumbed down, but that's another matter.



I will say that when it comes to good streamlining in the real world one should look more to the Star Wars Saga Edition ruleset. That managed to streamline the game in the right places without losing anything or changing too much. It knew how to cut the fat without cutting parts of the game away in the process. ME2 unfortunately just oversimplified and took too much away from the player. Some people like this, some --like myself-- don't.



The fact is, CRPGs are a different kettle of fish than P&P RPGs. Yes, they were inspired by them, but after that they took on a life of their own. The gaming industry doesn't look to the P&P or real world RPGs when determining whether a cRPG is one. There are too many different factors between the two of them. They're like apples and oranges: yes, they're both fruit, but they're not exactly classified the same.

#454
Sidney

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Terror_K wrote...
The fact is, CRPGs are a different kettle of fish than P&P RPGs. Yes, they were inspired by them, but after that they took on a life of their own. The gaming industry doesn't look to the P&P or real world RPGs when determining whether a cRPG is one. There are too many different factors between the two of them. They're like apples and oranges: yes, they're both fruit, but they're not exactly classified the same.


Yes but most of stuff the cRPG luddites worship about cRPG's is the junk people put in games because they couldn't replicate the PnP effect. As technology gets better they don't have to fill in with garbage (inventory, looting, raftloads of worthless stats) and can focus back in on what RPG's do well - allow a player to experience and be a part of a story - the games will get more streamlined to focus on story and not on the need to have game mechanisms slapping you in the face all the time.

#455
Hobosapien

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AdmiralCheez wrote...

BOTH. You can still have richer RPG elements with lots of (improved!) pew-pew.



This.

Loved the ME2 combat.  Kinda missed the looting, but that might just be me.  I know ME2 was a bridge, I want story and character/crew interaction. 

#456
Terror_K

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Sidney wrote...

Yes but most of stuff the cRPG luddites worship about cRPG's is the junk people put in games because they couldn't replicate the PnP effect. As technology gets better they don't have to fill in with garbage (inventory, looting, raftloads of worthless stats) and can focus back in on what RPG's do well - allow a player to experience and be a part of a story - the games will get more streamlined to focus on story and not on the need to have game mechanisms slapping you in the face all the time.


Yes, but there should be a good balance with these things. There's a difference between the game mechanics "slapping you in the face all the time" and them being so invisible and out of a player's hands that they make the game shallow, too automated and overly simple. Mass Effect went from one extreme in the first game to another in the second. That may be fine for people who only care about the story/dialogue and combat, but it's not for those who actually like to be able to play with the toys that should be at their disposal but aren't.

And it gets to a point whereby the whole mechanics of the game just seem almost pointless because too much control is taken away from you or too many of the fun toys just aren't there any more. Customisation is pointless in a game when too much of your character is suddenly just auto-decided for you and the only thing you can actually really alter is cosmetic. Experience is meaningless when it's not even reflecting your actions and is just an arbritrary number with no context, considering the whole point of experience is basically a reward that's supposed to reflect your ability to deal with situations. Items are pointless when they're inevitable, linear and never change. Upgrades are pointless when there are no trade-offs, they can unlimitedly stack and max out with no limits and it takes no thought or effort on the part of the player to do so.

BioWare aren't making the game to be what best suits it any more; they're making the game to appeal to those who are scared or put off by these factors getting even remotely in the way by removing them.

#457
Sidney

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Terror_K wrote...

That may be fine for people who only care about the story/dialogue and combat, but it's not for those who actually like to be able to play with the toys that should be at their disposal but aren't.

And it gets to a point whereby the whole mechanics of the game just seem almost pointless because too much control is taken away from you or too many of the fun toys just aren't there any more. Customisation is pointless in a game when too much of your character is suddenly just auto-decided for you and the only thing you can actually really alter is cosmetic. Experience is meaningless when it's not even reflecting your actions and is just an arbritrary number with no context, considering the whole point of experience is basically a reward that's supposed to reflect your ability to deal with situations. Items are pointless when they're inevitable, linear and never change. Upgrades are pointless when there are no trade-offs, they can unlimitedly stack and max out with no limits and it takes no thought or effort on the part of the player to do so.

BioWare aren't making the game to be what best suits it any more; they're making the game to appeal to those who are scared or put off by these factors getting even remotely in the way by removing them.


If you want to play with toys go get CoD or some shooter and play build a gun. How much "build a sword" did you have in BG2? FO wasn't a weappon modding monster and even FNV allows you only a handful of upgrades that are wholly beneficial.

As for linear, Gun I, Gun II, Gun III sound familiar? I mean ME1 was linear and inevitable as anything and functionally all RPG's work this way playing the higher level = better weapons dance. I seem to recall dutifully marching through a ton of +1 swords in BG and then seeing lots of +2 and then +3 and so on.

I'm not sure what is cosmetic about Shep. You pick his class and how to allocate skill points. Now, ponder the glory that is BG2...why wait you pick a class and allocate a lot fewer skill points - and those are almost 100% meaningless anyways.

Experience points are ALWAYS arbitrary. Why is a Hurlock worth 15 and a spider 12 or whatever. The arbitrary is just parsed at a lower level and your XP becomes even more arbitrary based on your willingness to slaughter things for no reason - sure I killed Jarvia but let me go exterminate everything in that other room becaise I want XP. Again, why is killing something worth XP anyways? It makes combat an end rather than a means to an end. If you want to argue that skills should be tied to use ala TES you might have a point but when I can trade slaughtering Orcs for better lockpick skills I don't ever want to hear about XP meaning anything.

A LOT of modern RPG's have sold out the idea that my avatar does things for me and the big hitters of ME1, ME2, Oblivion, FO3 and FNV all whiffed on the idea of a player character in a lot of areas - combat, hacking, lockpicking. The best thing about DAO was that it didn't miss on that idea but the problem was it brough along a lot of awful other mechanisms with it.

#458
Lumikki

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Stats has only one goal in role-playing game, to allow customation. How ever, customation isn't role-playing, it's tool for different character roles and abilities in role-playing.

I think Terror_K's problem with this is that he/she thinks playing or finding optimal stats combination is actually part of role-playing game (RPG). Like it's also it's purpose, like some kind of statical gameplay. While it can be fine gameplay, it's no difference than playing simcity or other that kind of building/strategy game. This kind of gameplay is more close to powerplaying or strategy playing, than actual role-playing.

While "we" others also want good customation, we don't want statical gameplay become our point of role-playing game. Meaning too much statical gameplay has negative affect to role-playing, while more customation may be fine, statical gameplay may shifts the focus of the game from role-playing to "powerplaying". It's the difference when customation helps players role-playing and when statical number playing becomes point of the game, like distraction from actual role-playing.

Modifié par Lumikki, 24 février 2011 - 09:08 .


#459
Gatt9

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Terror_K wrote...

I didn't say that AD&D 3.5 wasn't an RPG, that was just --as AlanC9 said-- a throwaway line. I just personally don't like the changes made to D&D in 3.5, and 4 was even worse. Seems now that it's AD&D for dummies, or as I prefer to call it ADDAD&D. Yes, despite my claims that they are separate entities, it's interesting to see P&P RPGs also getting dumbed down, but that's another matter.


It wasn't a throwaway line.  AD&D 2.0 had the failing that it had become too bogged down in rules,  to the point that defining a character was an extremely extended process to the point of ultra-micromanagement,  and further worsened this through the extensive collection of extra material.  The magic set was something like 4 or 5 books with hundreds of pages each,  the magic items set was equivalent.  Getting together a game,  especially with casually known people,  was an effort in insanity,  because who owned what book and made what choices from books someone else may not have had...

2.0 offered a truly massive amount of customization,  but it did so at the high cost of playability.  Just too many rules,  too many source books.

3.x actually did streamline this,  and added extra benefits,  such as prestige classes so that your level 12 fighter had something to look forward to,  and feats to more closely mimic people's imagined heroic actions.  Unfortunately,  this became broken eventually too,  but that's no different than any preceding system (Kensai in 2.0 was a raging nightmare).



The fact is, CRPGs are a different kettle of fish than P&P RPGs. Yes, they were inspired by them, but after that they took on a life of their own. The gaming industry doesn't look to the P&P or real world RPGs when determining whether a cRPG is one. There are too many different factors between the two of them. They're like apples and oranges: yes, they're both fruit, but they're not exactly classified the same.


They're not,  they're inseperable.  They both aspire to the very same goal.  The only difference is that the computer can abstract away things found in PnP like die rolls and consulting tables.  There's no difference between them,  no factors to affect them.  It's the exact same framework for both,  the exact same end goal.  The approach is a little different,  but that's just because the computer can handle problems more efficiently than a human can.



Yes but most of stuff the cRPG luddites worship about cRPG's is the junk people put in games because they couldn't replicate the PnP effect. As technology gets better they don't have to fill in with garbage (inventory, looting, raftloads of worthless stats) and can focus back in on what RPG's do well - allow a player to experience and be a part of a story - the games will get more streamlined to focus on story and not on the need to have game mechanisms slapping you in the face all the time.


That would be because those things are relatively necessary to have an RPG,  most especially the stats.  Once you get rid of them,  there's no difference between a Shooter/Action-Adventure game and what you end up with.

Quick!  What's the difference between Gears of War and Mass Effect 2.

You get to talk to people to hear the story in ME2.  That's it.  Other than that,  they're identical.  Instead of a cutscene to tell you what your mission is,  you get to have a cutscene with occasional pauses while you choose your dialogue,  then you go do the mission anyways,  no matter what stance you took in dialogue.  Mass Effect 2 and Oblivion being big offenders.

That's what happens when you take the "garbage" out of an RPG.  You get Gears of War or Tomb Raider.  Which means it's no longer an RPG.

Further,  the game you're describing is available right now,  today,  they are Adventure games.  All story,  no stats.  No nasty RPG mechanics to slap you in the face,  nothing but interacting with the world and getting story.



BioWare aren't making the game to be what best suits it any more; they're making the game to appeal to those who are scared or put off by these factors getting even remotely in the way by removing them.


It's a recent fad,  I'm not sure what started it,  I suspect it was Final Fantasy 7. 

Somewhere along the lines in the last few years,  being an "RPG'er" became some kind of badge people wanted to wear.  Given RPG sales figures,  the only one high enough to cause this event was FF7,  everything else prior to the last few years only sold a couple million units.  MMORPGs are a possibility too,  but that's going to take me some time to consider.  Anyways...

Some people decided they wanted the badge,  which was fine,  except they actually hate RPGs.  They don't want to be bothered figuring out what AC is,  or Damage reduction,  or stats.  They just want to be RPG'ers,  and they equate dialogue to playing an RPG.  I suppose it's an easy mistake to make,  as very few other games make an effort to implement a real story with real interactions.  Regardless,  they think dialogue means it's an RPG,  and they think everything else is "Just stupid old stuff".  Problem accelerated when Oblivion sold 4 million units,  more than any preceding single player RPG in a long time.  Bethseda insisted it was an RPG,  despite the fact that most of it's mechanics made it much closer to an Action-Adventure game.  It also benefited significantly from riding the tide from Grand Theft Auto's making open world a new fad. Take Lunatic here,  who doesn't want to be bothered learning anything to play an RPG,  Fallout 3's boards had many similiar people who steadfastly insisted that there's no reason for them to have to learn RPG mechanics to play RPGs,  that they should just play like every other game (Read shooters).

So hence we get Fallout 3,  Fable 3,  and Mass Effect 2.  Why bother spending a year implementing and balancing RPG mechanics when you can just make an Shooter or Action-Adventure game and push it out the door much faster?  Sell it to people who hate RPG's but want to think they're RPGers?

If you look back at gaming history,  this is nothing new,  and it does not end well.  Wing Commander 3 launched dozens of FMV "Me too!",  Doom did it too,  so did Warcraft 2,  Everquest,  and now this.  Each time one or two sell well,  the rest fail badly,  and then we lose a half-dozen studios.  Every time some game sells unexpectedly well,  it gains alot of gaming-popularity,  bunch of studios "Me too" it,  and then they die.



As for linear, Gun I, Gun II, Gun III sound familiar? I mean ME1 was linear and inevitable as anything and functionally all RPG's work this way playing the higher level = better weapons dance. I seem to recall dutifully marching through a ton of +1 swords in BG and then seeing lots of +2 and then +3 and so on.


It's character progression,  loot is actually just as much of it as leveling is.  Would be more meaningfull if some studio would just implement loot like the "Deck of Many Things" or the "Mirror of Lifetrapping",  but they aren't motivated to do it.

Theirlack of motivation does not mean RPGs work the way you describe though.  RPGs are actually meant to have alot more than just +X longsword.  There's supposed to be many items with unusual effects like the two examples above.  Developers just never seem to implement the other ideas.



Experience points are ALWAYS arbitrary. Why is a Hurlock worth 15 and a spider 12 or whatever. The arbitrary is just parsed at a lower level and your XP becomes even more arbitrary based on your willingness to slaughter things for no reason - sure I killed Jarvia but let me go exterminate everything in that other room becaise I want XP. Again, why is killing something worth XP anyways? It makes combat an end rather than a means to an end. If you want to argue that skills should be tied to use ala TES you might have a point but when I can trade slaughtering Orcs for better lockpick skills I don't ever want to hear about XP meaning anything.


Actually it isn't arbitrary.  The point value is a representation of the general difficulty of defeating critter X.  Simplified,  it's a relation between it's chance of hitting you,  how hard it hits you,  any special abilities it might have,  how hard it is to be hit,  and how many hits it'll take to kill it.  It's not a random number someone just picked out,  it's actually an equation that pretty well relates the difficulty of the critter.

Why is killing something worth experience?  Because the general theory is:  You get better with practice and use,  and combat is use.  Hence gaining experience representing getting better.

It's always been the system's weakness that combat experience can lead to non-combat improvements.  The alternative is actually worse.  It's completely unmanagable in PnP,  way too much to track.  On the computer,  it's exploitable.  Just bunnyhop all over the place instead of walking and improve jump,  just stand in town and cast fireball on a tree over and over and improve your ability to shoot monsters.  The alternative is just as weak as the existing system.

Pick your poison,  which nonsense is less annoying to you.



While "we" others also want good customation, we don't want statical gameplay become our point of role-playing game. Meaning too much statical gameplay has negative affect to role-playing, while more customation may be fine, statical gameplay may shifts the focus of the game from role-playing to "powerplaying". It's the difference when customation helps players role-playing and when statical number playing becomes point of the game, like distraction from actual role-playing


With all due respect,  it sounds like your problem is that you do not like that some people play a Min-Max style,  rather than having an actual issue with the system.  It's a playstyle,  there's rules-lawyers,  RP-lawyers,  Min-Maxers,  Munchkins,  just because some people play in a style is no reason to eliminate it.  Especially when the alternative just gets us an Action-Adventure or a Shooter game instead of an RPG.

Modifié par Gatt9, 24 février 2011 - 10:02 .


#460
Lumikki

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Gatt9 wrote...

With all due respect,  it sounds like your problem is that you do not like that some people play a Min-Max style,  rather than having an actual issue with the system.  It's a playstyle,  there's rules-lawyers,  RP-lawyers,  Min-Maxers,  Munchkins,  just because some people play in a style is no reason to eliminate it.  Especially when the alternative just gets us an Action-Adventure or a Shooter game instead of an RPG.

In some way you are right. It's prefered playing style. How ever, here is the problem. Different styles are affecting each others. Meaning different styles aren't optional totally seperated style choises, but making one style better, can make other style worst. Also what you may consider as RPG or be important part of RPG, may not be same for others.

Modifié par Lumikki, 24 février 2011 - 10:15 .


#461
ZLurps

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Gatt9 wrote...
It wasn't a throwaway line.  AD&D 2.0 had the failing that it had become too bogged down in rules,  to the point that defining a character was an extremely extended process to the point of ultra-micromanagement,  and further worsened this through the extensive collection of extra material.  The magic set was something like 4 or 5 books with hundreds of pages each,  the magic items set was equivalent.  Getting together a game,  especially with casually known people,  was an effort in insanity,  because who owned what book and made what choices from books someone else may not have had...

2.0 offered a truly massive amount of customization,  but it did so at the high cost of playability.  Just too many rules,  too many source books.


It was also pretty expensive collection to get. Though, I still have fond feeling about Complete Book of Elves. Even for most of the time I used to be the DM I also played in different groups. Complete Elves made it possible to create Elven cleric that could wield a long sword. :-D

But I didn't brought that up just for the sake of nostalgia.
My first touch to anything AD&D were cRPG's, so called "Gold Box" games from SSI. Pool of Radiance was the first. Back in the day it was awesome and when discussing about that one of my friends told me he got PNP rule books for D&D, we played that a little. Then, there was a pause and after that we used Runequest rules for a while, but then someone had some AD&D first edition rule books. I recall checking some GURPS based stuff too, but then we however went on with AD&D second edition that was pretty new at that time.
We used those rules that for years, despite of many stupid things. For example cleric I mentioned earlier, according to basic rules they could only use blunt weapons, then a morning star was classified as a blunt weapon. Yeah, right.

There is a lot of talk about different editions of D&D in this thread, but now in retrospect I think RuneQuest did many things better and GURPS did something right too. TSR had the best marketing, best art and tons of existing lore around it and I think that is why it became so popular, not because it was ultimately the best rule set out there.

No one has claimed some of the D&D systems is the pinnacle of all RGP rule sets, but I just want to make it clear how I see things regarding that.


Gatt9 wrote...
...
That would be because those things are relatively necessary to have an RPG,  most especially the stats.  Once you get rid of them,  there's no difference between a Shooter/Action-Adventure game and what you end up with.

Quick!  What's the difference between Gears of War and Mass Effect 2.

You get to talk to people to hear the story in ME2.  That's it.  Other than that,  they're identical.  Instead of a cutscene to tell you what your mission is,  you get to have a cutscene with occasional pauses while you choose your dialogue,  then you go do the mission anyways,  no matter what stance you took in dialogue.  Mass Effect 2 and Oblivion being big offenders.

That's what happens when you take the "garbage" out of an RPG.  You get Gears of War or Tomb Raider.  Which means it's no longer an RPG.

Further,  the game you're describing is available right now,  today,  they are Adventure games.  All story,  no stats.  No nasty RPG mechanics to slap you in the face,  nothing but interacting with the world and getting story.


You have stats and inventory level characters skills advance as they gain experience. There are choices you make during game decide if you succeed or not and there is a story top and then you have an RPG. No, not necessarily, you may get X-COM instead because there isn't "you" in the game, you as commander is the same person in the beginning and in the end of game. What if there were character like "Commander XYZ" that would advance in stats like soldiers that gain experience on field? Would that make X-COM an RPG?

Or things could be looked from very strict perspective and then there haven't been any real RPG's for computers or consoles since (perhaps) Ultima. From that perspective Baldur's Gate isn't but a squad level tactical game with a good story that has several outcomes.

The whole cRPG thing is very vague at best. In this thread someone wrote about how Deus Ex is an RPG. Looking Glass who developed it didn't call it an RPG and I don't recall single press article calling Deus Ex an RPG back in the day. Instead it was mentioned that it have RPG elements. So, a hybrid.

I disagree that games are streamlined purely because of customer demand streamlined products. Customers demand good in game graphics, good quality cut scenes and voice acting. Producing that is costly.
Game studio can create a game with excellent story, but if graphics are subpar it won't sell because having a great story alone doesn't meet customer expectations. 

Then there are also hardware limitations, how much stuff can be put on disc, how much of this graphics fits in the memory on consoles and so on. I don't believe that consoles are ruining gaming industry though. For every sold PC game there are probably several pirated copies. If publishing for PC platform alone doesn't return investment but multi platform releases do, I think it's clear that consoles are to thank that we have many PC games at all. There are trade off's though, like compensating between gamepad and mouse aiming for example.

What comes to inventory, weapons and stuff I think how much they make sense depends of settings. In fantasy settings party that arrives in a werewolf infested village with that +1 sword are saviours, you need +2 weapon or something to kill an Umber Hulk etc and so on. This goes for both, PnP and cRPG's.
In more realistic settings however, having gazillion models of assault rifles is IMO unnecessary and I think ME2 did just fine with weapons it had. Think of real life weapons and compare them against each others, how different they really are?

Then game balance. So you get "AR 2600 Cleaner" rifle in your hands. On the next mission you notice that suddenly your enemies are using the similar weapons as well, so where's your progression? It could be argued that it's because of weak writing and design department that this kind of level scaling happens, but I believe that ME2 system is ok and submachine gun+3 (Locust) is enough progression on that department, especially with ammo skills.

In general, as much fun as I had playing RPG's and cRPG's in my youth, there are lot of things I don't miss, especially in games set in modern or future settings.

Modifié par ZLurps, 24 février 2011 - 02:48 .