Sylvius the Mad wrote...
Yes, because it contains no roleplaying. The vast majority of Cloud's decisions (in the case of FF7) are made for you. FF7 is actually the only JRPG I've ever played, and it failed so badly I've never returned to the genre.
They're called Roleplaying Games. Stop using "RPG" as if it has no relation to the words for which it stands.
Please define "roleplaying". Because I see that you put much emphasis on the word "roleplaying", which I fully understand because else the whole term "role-playing-game" would be pretty useless.
But what IS roleplaying? Is it decision-making that defines roleplaying? Is it character progression that defines roleplaying? Or is "playing the role of a character" that defines roleplaying?
In my opinion, it's the last. I define roleplaying as "playing the role of a character".
So, if "playing the role of a character" is what defines roleplaying, then yes, FF is absolutely a RPG. You play the role of a main character and his/her party, where you as the main character decide who you take with you and which-party member should focus on which skills.
But if "playing the role of a character" would be the only requirement for a game to be defined as a RPG, 90% of all the games on the market would be a RPG. So it's not as simple as that. It clearly takes more than just "playing the role of a character" for a game to be labeled as a RPG.
So, what else is needed before a game can be labeled as a RPG, besides "playing the role of a character"? Well, I've already posted a list not so long ago in this thread on what I think a game must have to be labeled as a RPG. Just look a bit back and you'll find it.
Sylvius the Mad wrote...
If it's a fact [that Final Fantasy is a RPG], then you could justify that assertion.
It's a fact that Final Fantasy is a RPG because of several reasons. The most obvious reason is that the label on the game's cover says "RPG". The second reason why FF is a RPG is because it fits in the the list of requirements that I made earlier in this thread.
Sylvius the Mad wrote...
They [RPGs] typically involved building a whole party and make decisions on its behalf, including skill selections, combat tactics, and travel direction.
Which is exactly what Final Fantasy does. You build a party, make decisions on who you want in your party or not, you select skills for each party members, make up a combat tactic and travel through a (mostly) open world from objective to objective. I know some FF games (such as FF7 and FF13) are incredibly linear, but most FF games are not. Besides, just because FF7 and FF13 are pretty linear doesn't mean they don't deserve the RPG label all of the sudden.
Sylvius the Mad wrote...
I can't think of an early CRPG (pre-1984) that handed you a pre-gen party and forced you to play with that one.
So? Your point is? I can name plenty of RPG games where you get a pre-made party and you're forced to play with that one. All the Mario&Luigi RPG games for example.
Sylvius the Mad wrote...
That [that the original RPG video-games originated from the pens-n-paper roleplaying games] is a revisionist position that's routinely put forward by modern tabletop publishers (like Wizards of the Coast).
Is it? I call it bull**** on your part. I don't see how tabletop has anything to do with pens-n-paper roleplaying games. All the classic PnP roleplaying games are played with just a book, a piece of paper, a pen and a couple of dices.
The classic RPG video-games originated from the mechanics and principles of those PnP roleplaying games. It's a fact. Just look up the history of RPG video-games, anywhere, they'll all tell you the same story as I tell you.
Sylvius the Mad wrote...
I don't recall specific roles being closely tied to specific classes until EverQuest (1999). AD&D (both 1st and 2nd edition, and D&D even as late as edition 3.5) happily supported non-standard class roles. But try tanking with a Cleric in any modern game. DAO was a bit of a throwback both in that you could tank with any class, and that you had enough crowd-control options that tanking wasn't even necessary if you didn't want to do it.
Forcing players and characters into the combat roles the designers foresaw is a very new development.
Again, bull****. Almost every classic RPG had classes and roles. Even when you're allowed to experiment with those classes, such as D&D, you still have classes. No matter how you play the priest, the warrior or the monk, you're still the priest, the warrior or the monk. Just because you like to tank with your cleric in D&D doesn't mean you're not a cleric. You're still a cleric.
So really, I don't see what point you're trying to prove here. That in RPGs you can play a class different then originally intended? So what?
Sylvius the Mad wrote...
In my opinion, the best RPG systems don't have classes at all. I prefer skill-based systems like GURPS or SPECIAL.
Yes, in your OPINION indeed.
Sylvius the Mad wrote...
You're completely ignoring emergent narrative.
And second, why is story the thing that matters? Why isn't roleplaying your standard.
Gatt9 is right. The Sims is an RPG.
No, Gatt9 is wrong. The Sims is not a RPG.
Heck, even you that puts so much emphasis on
roleplaying should know that The Sims is not an RPG because you
don't roleplay in The Sims.
You
are not the characters that live in your Sims house. In every RPG,
you are the character. In The Sims, you're not. In The Sims you merely tell
little characters that are controlled by an A.I. what to do as some sort of "god figure" and all you can do is hope that these little characters actually do what you ask them to do.
All the characters in The Sims have their own will.
They decide when
they need food.
They decide when
they're bored.
They decide when
they want to sleep. You would think that if The Sims was a roleplaying-game, then
you as the player could decide when your digital character is hungry, tired or bored, no? But you don't make those decisions, the A.I. does. You don't actually get to decide how your characters behave, the A.I. does. You can only guide the A.I. controlled characters.
The characters in The Sims live their own life and you merely guide them as an external "force" (let's call it "the god force" for now).
Besides, how hard is it to understand that The Sims is a simulation game? It's a
sim, not an RPG. It literally says so in the title too! Why do you think The Sims is called The SIMS? Well, obviously because it's a sim game, not a RPG game.
Besides, emergent narrative is completely irrelevant. It's not something that should define a game, because emergent narrative can be done in every single game-genre. So emergent narrative is not something that defines the RPG genre.
Modifié par Luc0s, 19 juillet 2011 - 04:14 .