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Biowares Take on on deeper RPG mechanics. "Forget about stats and loot. More combat.


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#3101
AlanC9

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Sylvius the Mad wrote...
Sorry, but Final Fantasy  REALLY IS an RPG, like it or not, it's a fact.

If it's a fact, then you could justify that assertion.

Here I am happily justifying my assertions, and all you're doing is making declarations without any foundation at all.


He could be saying that the term "RPG" actually has no content -- if players call a game an RPG then it is an RPG. Don't know if that's what he's actually saying.

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.


Unless Zork and some of the other Infocom titles count. Someone proposed that a bit upthread. I don't buy it either.

Most classic RPG video-games also had specific roles for the characters in the party, such as warriors, mages, healers, rangers, etc. etc., much like the original table-top roleplaying-games, which are in fact the inspiration for the classic turn-based RPG video-game mechanics.


That's a revisionist position that's routinely put forward by modern tabletop publishers (like Wizards of the Coast).  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.


AD&D? IIRC the DMG instructs the DM to punish players who deviate from class stereotypes. Fighers must "boldly lead."

And I thought Clerics could tank just fine in 3.5.

AlanC9 wrote...

Gatt9 wrote...
So why exactly should RPGs be the only game to change,  and why exactly should it change into TPS or Action-Adventure which are already defined and seperate genres?

Seriously.  Anyone.  Why should RPG's be the only genre to change,  and why must they change to become the other genres?


Has anyone made any such argument? I haven't read anyone saying that other genres shouldn't change. 

I'm not sure if I should call "strawman" or "not actually reading the thread" here.

For games in those genres to change comparably, they would need to lose their core defining characteristics.  Imagine an FPS game without any aiming or shooting, for example.  Would it still be a shooter?  Is Thief a shooter?


My point was that no one is saying anything at all about whether other genres should stay the same. Thinking it over, "strawman" is the right call there. Gatt9's been letting his rhetoric run away with him lately.

No, Thief isn't a shooter.  I've never encountered anyone who thought it was.  But why not?  If RPGs can still qualify as RPGs even after we remove the roleplaying, why can't shooters still be shooters when we remove the shooting?


If these threads have taught us anything, it's that we have no consensus on what "roleplaying" means in this context. I think ME2 has more role-playing than SMAC. You don't.

And Thief is commonly classed as a "stealth shooter." A subgenre of shooter, like action-RPG. You may deny that such a class exists, but if others find the class useful, that fight's unwinnable.

Modifié par AlanC9, 19 juillet 2011 - 03:04 .


#3102
Daiyus

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Personally, add a layer of customisation and almost anything could be defined as an RPG. BioShock has a strong story, and many options on weapons/plasmids. Even CoD online could be classified as an RPG as you select things for your "role".

Now as far as classic RPG's go then you're looking far closer for details, and most "RPG's" of modern eras fall short (and I definitely include epic games like Morrowind in that statement).

I think RPG is such a loose term that it's impossible to actually label anything as such anymore. To me all RPG means is freedom to choose. I like choices in my games, so I look for the RPG moniker. It's why I like Mass Effect, and I did prefer elements of 1 over 2, and vice versa.

#3103
Guest_Luc0s_*

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Lumikki wrote...

Luc0s wrote...
A game might not have all the PnP RPG elements but if it has a great many deal then it's an RPG.

The elements we're talking about are: 

- Story being a key part of the experience.
- You're playing as a character with a party (for example, Shepard and his squad).
- Each character, including your main character, has a specific role in the party, such as warrior, priest, mage, rogue, etc. (hence the name roleplaying game).
- Character growth and progression is a key part.
- Character growth and progression is expressed as 'xp' and leveling up.
- 'xp' can be spent on developing stats and traits of your character when leveling up, giving the player a feel of character growth.
- The player character (and the party) is in some way customizable through selecting gear, weapons, equipments and/or other means of customization.


I believe when a game contains all- or most of the elemens listed above, it's an RPG.

So if we keep my list as a check-list, then JRPGs such as Final Fantasy are in fact RPGs and are as much RPG as western RPGs.

First RPG's have be done without xp or levels. So, you can through these two out.

1. Story with interaction with enviroment (dialogs or items)
2. Player defined character (customation)
3. Progression (character advance)

These three you will find allmost every RPG there is. if you take one of them out, you will find people arguing is it anymore RPG.

Even the progression isn't required by role-playing, but most  RPG's still has it, so I included it. One of problem when defining RPG is that many people defines it based they own experience with RPG's. Experience with RPG's is allways limited. Meaning it's limited what you have played, but what you have played isn't all what it could be or even all what there is. So, you need to think more what's essense in RPG's.


No, level up, XP or some form of character growth is absolutely essential to RPGs. Without it, it's not an RPG.
Really, I can't think of any RPG where your character didn't grow through stat-increases.

Besides, my list was not what a game must have to be an RPG, I was merely building a list of elements that classify as RPG elements.

Progression is also essential to RPGs. A game without story and/or character progression is not a RPG.
Name one RPG that doesn't have story and/or character progression yet is labeled as an RPG.


I do not define RPG based solely on my own experiences. My own experience as a game-designer and gamer do play a role, but only a small role.
I define RPG based on what the game-industry says and how the RPG genre originated. If we look at the origin of the RPG genre, we can clearly see that it came from the pens-n-paper roleplaying games. That gives us a hint on what it takes to be an RPG.

#3104
AlanC9

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Luc0s wrote...
No, level up, XP or some form of character growth is absolutely essential to RPGs. Without it, it's not an RPG.
Really, I can't think of any RPG where your character didn't grow through stat-increases.


Original Traveller. Though they changed that fairly quickly.

But I believe the point was that you don't have to do XP or levels to have character growth. You can implement learn-by-doing, for instance. It works OK in PnP; not so well in a CRPG since the incentives are very bad.

Modifié par AlanC9, 19 juillet 2011 - 03:54 .


#3105
the_one_54321

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Sylvius the Mad wrote...
Every in-game decision is a roleplaying decision, from which helmet to wear to which skill to learn to whether to flank your opponent.  Every one.

And you need to know your character intimately in order to make any of them.

Why is it required that you know your character intimately? Why is it perfect role playing or no role playing at all? You've constructed a false dichotomy here. I assert that you can roleplay imperfectly.

More to the point, I assert that all CRPGs involve some imperfect roleplay. If this is true then the burden lies with you to distinguish the threshold wherein the gameplay transitions from imperfect role play to not roleplay. I have provided you with my threshold: the UI and interaction mechanics that prevent you from substituting your own abilities for the characters.

#3106
Guest_Luc0s_*

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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 .


#3107
the_one_54321

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I'll say again the the difference between most FF games and games like DA is simply branching paths. A conglomerate of linear paths is effectively the same as a single linear path. The only difference is the creation of perception.

As for the Sims, in an RPG you cannot simply abstractly and directly alter the game environment. This is because to do so would violate the notion of having a setting to play in. Otherwise your setting is that you are playing a limited god figure rather than any of the characters in the game. Other than this, everything about The Sims plays like a poorly made RPG.

#3108
VoiceOfPudding

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Sylvius the Mad wrote...

the_one_54321 wrote...

Arguably, so long as the actions of the character are in character, it doesn't matter where they get direction from. What makes it a game is that the player has some form of agency over these actions. In some games that agency is restricted to combat and other suck skill interactions. In other games it's entirely narrative based. And in other games it's various combinations of the two.

Even if you're just making combat decisions, how can you know those decisions are in-character without having
dfetailed knowledge of that personality?

Every in-game decision is a roleplaying decision, from which helmet to wear to which skill to learn to whether to flank your opponent.  Every one.

And you need to know your character intimately in order to make any of them.

Agree completely, and i also find this as an argument against the Larp idea of cRPGs: without stats you could suddenly decide you are playing, say, a tank character who soaks up all damage that is thrown his/her way. Without the stats to back it up it has absolutely no bearing on how long your character actually lasts in combat. You deciding that you're character is a tank does not make it a tank.
With stats you can decide you're going to play the same type of character but any change will not be noticeable until you dedicate the stats to it. With each point you dedicate towards fulfilling this role as a tank you become more proficient as a tank but you miss out in other areas; you're focus on being a tank has left other areas short and mean's that your character is less ideal for filling roles outside of the tank role.
Stat allocation will define a characters role and proper knowledge
of  the function of each stat is necessary to mould your character into the role you want it to fill

#3109
Guest_Luc0s_*

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the_one_54321 wrote...

I'll say again the the difference between most FF games and games like DA is simply branching paths. A conglomerate of linear paths is effectively the same as a single linear path. The only difference is the creation of perception.

As for the Sims, in an RPG you cannot simply abstractly and directly alter the game environment. This is because to do so would violate the notion of having a setting to play in. Otherwise your setting is that you are playing a limited god figure rather than any of the characters in the game. Other than this, everything about The Sims plays like a poorly made RPG.


Yes I fully agree with you!

Funny how we actually agree on quite a lot, while at first I thought you and I would be in different camps, if you get what I mean.

Seems you and I aren't in different camps at all. We're pretty much in the same camp.

#3110
AlanC9

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the_one_54321 wrote...
As for the Sims, in an RPG you cannot simply abstractly and directly alter the game environment. This is because to do so would violate the notion of having a setting to play in. Otherwise your setting is that you are playing a limited god figure rather than any of the characters in the game. Other than this, everything about The Sims plays like a poorly made RPG.


I'm not sure I buy this. NWN2's OC let you alter Crossroads Keep in a fairly abstract manner. Unless the issue is that in The Sims you can alter 100% of the game environment, including every character in the game.

Modifié par AlanC9, 19 juillet 2011 - 06:25 .


#3111
sp0ck 06

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I wouldn't consider The Sims an RPG because it's not about story or characters. It's about creating a world for digital people to inhabit and then playing around with that world. Thus I would classify the Sims as a "God Game," much like SimCity or the Tycoon games, or Populous. To me, an RPG is about creating a character inside a world that already exists. One of the big draws of RPGs is exploring and learning about the world, not creating it yourself. ME definitely fulfills this RPG aspect admirably, in fact I would say this is the best RPG element of the games.

The Sims certainly has stat based character progression though, so for all those on this thread who seem to feel that is the single defining feature of an RPG, I guess they could call it that.

#3112
the_one_54321

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AlanC9 wrote...

the_one_54321 wrote...
As for the Sims, in an RPG you cannot simply abstractly and directly alter the game environment. This is because to do so would violate the notion of having a setting to play in. Otherwise your setting is that you are playing a limited god figure rather than any of the characters in the game. Other than this, everything about The Sims plays like a poorly made RPG.

I'm not sure I buy this. NWN2's OC let you alter Crossroads Keep in a fairly abstract manner. Unless the issue is that in The Sims you can alter 100% of the game environment, including every character in the game.

In The Sims it's part of the core gameplay. Other RPGs let you do other things with different game mechanics. Deffense turret mini games, puzzle games, tactical mini games. But those are small additions to the what the core gameplay offers.

#3113
Sylvius the Mad

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Phaedon wrote...

Right. ME1/2 are not RPGs, The Sims and Alpha Centauri are. And both lack big choices and a narrative. All they have is stats. 

But yeah, if you basically admit that that's the biggest element of RPGs and consider the SIms and Alpha Centauri to be such, then good for you. Proves my point, I think.

Whereas, you've missed my point.

ME and ME2 don't have choices, which is why I think they're not RPGs.  Because your control of Shepard is hiddden from you behind that obfuscatory paraphrase system, and the cinematics routinely steal control away from you and force Shepard to do potentially character-breaking things, I don't think you can be reasonably described as being in control.

Alpha Centauri, on the other hand, grants you enormous control.  The game never tells you that you didn't build that base for the reasons you think you did.  It never makes your forces behave in ways would wouldn't have chosen.  Alpha Centauri (and, preumably, The Sims), let's you make decisions on behalf of your characters.

ME2 goes out of its way to prevent that.  The interrupt system alone is a game-breaking design flaw.

And TS3 is a much better "RPG" than Alpha Centauri. Character creation, character/player differentiation, inventory, loot, skills and statistical progression.

You don't need skills and statistical progression if you have well balanced opportunity costs.

It seems that almost no one understands opportunity costs, though, so me appealing to them in an argument never seems to do any good.

And inventory is effectively just resource management.  SMAC has that.

#3114
Phaedon

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[quote]the_one_54321 wrote...

I'll say again the the difference between most FF games and games like DA is simply branching paths. A conglomerate of linear paths is effectively the same as a single linear path. The only difference is the creation of perception.

As for the Sims, in an RPG you cannot simply abstractly and directly alter the game environment. This is because to do so would violate the notion of having a setting to play in. Otherwise your setting is that you are playing a limited god figure rather than any of the characters in the game. Other than this, everything about The Sims plays like a poorly made RPG.[/quote]
I am going to agree. Although TS3 (I am just using TS3 because TS2 and 1 didn't really have 'loot' or an 'inventory, as far as I remember) has all of the supposed elements than an elitist could point out that apply to an RPG, it somehow is not considered one by them.


[quote]Sylvius the Mad wrote...
Whereas, you've missed my point.

ME and ME2 don't have choices, which is why I think they're not RPGs.  Because your control of Shepard is hiddden from you behind that obfuscatory paraphrase system, and the cinematics routinely steal control away from you and force Shepard to do potentially character-breaking things, I don't think you can be reasonably described as being in control.[/quote]
Uh-huh.

[quote]Alpha Centauri, on the other hand, grants you enormous control.  The game never tells you that you didn't build that base for the reasons you think you did.  It never makes your forces behave in ways would wouldn't have chosen.  Alpha Centauri (and, preumably, The Sims), let's you make decisions on behalf of your characters.

ME2 goes out of its way to prevent that.  The interrupt system alone is a game-breaking design flaw.[/quote]
What. Alpha Centauri and TS don't even have a plot that changes according to your choices, your choices are absolutely meaningless.

ME1 and 2 have some meaningful repercussions on your actions, even if they are limited, and yet somehow they don't have choices, while the previous two simulation games do. Okay.

In fact, by that logic, 95% of simulation games are RPGs, while 70% of games considered as RPGs actually aren't.

I do like how you only used ME2 this game. I love subjectivity.


[quote]You don't need skills and statistical progression if you have well balanced opportunity costs.

It seems that almost no one understands opportunity costs, though, so me appealing to them in an argument never seems to do any good.

And inventory is effectively just resource management.  SMAC has that.[/quote]
Inventory has nothing to do with resource management, it has to do with item management. You can't exactly equip a resource.

Opportunity cost? Hah, in the ME games, you lose or earn lines of dialogue, parts of the storyline. What do you lose at simulation games? An obscure statistic that you can probably regather/change a few minutes later?

[/quote]

#3115
Guest_The Big Bad Wolf_*

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I'm sorry if I'm being off-topic, but what exactly is this thread about? This thread is too long for me to read what it's about.

#3116
tobynator89

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The Big Bad Wolf wrote...

I'm sorry if I'm being off-topic, but what exactly is this thread about? This thread is too long for me to read what it's about.


mostly its the same group of people whining endlessly about what constitutes an RPG, a genre so ill defined that every game in existance has some elements of it. 

#3117
Siven80

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tobynator89 wrote...

The Big Bad Wolf wrote...

I'm sorry if I'm being off-topic, but what exactly is this thread about? This thread is too long for me to read what it's about.


mostly its the same group of people whining endlessly about what constitutes an RPG, a genre so ill defined that every game in existance has some elements of it. 


Pretty much that. :)

#3118
M.Erik.Sal

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Phaedon wrote...

Alpha Centauri, on the other hand, grants you enormous control.  The game never tells you that you didn't build that base for the reasons you think you did.  It never makes your forces behave in ways would wouldn't have chosen.  Alpha Centauri (and, preumably, The Sims), let's you make decisions on behalf of your characters.

ME2 goes out of its way to prevent that.  The interrupt system alone is a game-breaking design flaw.

What. Alpha Centauri and TS don't even have a plot that changes according to your choices, your choices are absolutely meaningless.

ME1 and 2 have some meaningful repercussions on your actions, even if they are limited, and yet somehow they don't have choices, while the previous two simulation games do. Okay.

In fact, by that logic, 95% of simulation games are RPGs, while 70% of games considered as RPGs actually aren't.

I do like how you only used ME2 this game. I love subjectivity.

A minor poin; but SMAC does actually have some major desicions (at the very end) that strongly affect the narrative. Still doesn't make SMAC an RPG, because the focus of the game is not on an individual or group of protagonists but rather on the tactical and strategic choices you make. SMAC's story and writing are superb, but ultimately ancilliary to the game itself and provide only a veneer with which to justify game mechanics and not an effort to impose or construct a story.

Modifié par M.Erik.Sal, 19 juillet 2011 - 07:06 .


#3119
Phaedon

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tobynator89 wrote...

The Big Bad Wolf wrote...

I'm sorry if I'm being off-topic, but what exactly is this thread about? This thread is too long for me to read what it's about.


mostly its the same group of people whining endlessly about what constitutes an RPG, a genre so ill defined that every game in existance has some elements of it. 

That pretty much.

#3120
Guest_The Big Bad Wolf_*

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Oh. Not to sound like like a jerk, but who the hell cares? ME3 is going to be amazing regardless, and we don't something similar to one of those old school rpgs.

And besides, COD's multiplayer is technically an rpg.

#3121
the_one_54321

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The Big Bad Wolf wrote...
Not to sound like like a jerk, but who the hell cares?

The Big Bad Wolf wrote...
And besides, COD's multiplayer is technically an rpg.

Really? Really?? Really???

Modifié par the_one_54321, 19 juillet 2011 - 07:12 .


#3122
Phaedon

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Really? Really?? Really???

You have people saying that TS3 is a true RPG whereas ME1/2 are not in the same page, btw.

#3123
tobynator89

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Did I just crash a thread the size of your average novel with one sentence?

#3124
the_one_54321

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Phaedon wrote...

Really? Really?? Really???

You have people saying that TS3 is a true RPG whereas ME1/2 are not in the same page, btw.

And?

My astonishment was at the hypocrisy of his judgement being followed by the same kind of statement he was judging.

#3125
Guest_The Big Bad Wolf_*

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the_one_54321 wrote...

The Big Bad Wolf wrote...
Not to sound like like a jerk, but who the hell cares?

The Big Bad Wolf wrote...
And besides, COD's multiplayer is technically an rpg.

Really? Really?? Really???


Yes, really. I consider an rpg is a game where you can play different roles, level up, get different weapons, abilities and all that.

And COD's multiplayer, along with BFBC2, does that. So yeah, it's an rpg. Also, that makes Crysis an rpg as well.