Aller au contenu

Photo

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


3223 réponses à ce sujet

#3151
Guest_KaidanWilliamsShepard_*

Guest_KaidanWilliamsShepard_*
  • Guests

Sylvius the Mad wrote...

Storytelling is not a core component of RPGs.

Roleplaying is.

 

POST OF THE DAY!

#3152
Guest_Luc0s_*

Guest_Luc0s_*
  • Guests

KaidanWilliamsShepard wrote...

I don't care what people say about the definition of an RPG, stats are an important and common part of an RPG experience for MANY, MANY people, and armor custimization has always been a crowd favorite when it comes to Mass Effect games. 


Very true. I agree that stats are a core-element of the RPG genre. No question there. The fact that customization is also a crowd-favorite in the RPG genre is also something I acknowledge and understand.

However, I'm all for realism. I like stats when they are there for a reason and represent something realistic. If the stats become redundant and are just there to make the game "more RPG" then for god sakes, get rid of the stats.

I welcome stats-based gameplay with open-arms if the stats actually make sense and are actually essential to the gameplay. When the stats become redundant then for the love of god, get rid of them.

What I would like to see for ME3 is the standard N7 armor that can get visual upgrades. As an N7 soldier it makes sense for Shepard to wear a N7 armor. Any other armor doesn't make much sense, though the other armors aren't really gamebreakers either since Shepard is a Spectre after all. Spectres can choose their own equipment. So in that light it does make sense that you can pick other armor-pieces ot wear.

Anyway, I think it would be much more awesome to have just 1 armor, the N7 armor and then you're allowed to visually upgrade the N7 armor. For example I would love to be able to upgrade my N7 armor to a heavy-variant (slap some extra shoulder-pads on the suit) or upgrade to the light-variant (get rid of the shoulder-pads). That would make sense and it would be awesome.


KaidanWilliamsShepard wrote...

I think Gatt9 once wrote, that what they did was cripple the shooter mechanics in an attempt to make the weapon stats relevant in both games, and that it was ridiculous that a soldier, that had been in the alliance since he or she was 19, couldnt shoot straight without stats. Genius post. You say that you know your RPG's better than most, because you are a game designer, but then you say that you want Mass Effect to be more like Gears Of War? This makes absolutely no sense dude.


I sort-of agree with Gatt9 I guess. I think the stats of your accaracy should be based on the weapon you use and not on how much points you spend in the 'weapon training' skill.

First of all, I don't think that because I'm a game-design student I have an edge over other people when it comes to knowing your RPG. I think the fact that I actually get taught about these things at my university by teachers who are proffesional game-designers themselves gives me a little edge, or at least it gives me insight on what the perspective of the game-industry.

And don't get me wrong, I don't want Mass Effect to be 100% like Gears of War. I think the shooter-mechanics from Mass Effect should be like Gears of War. Gears of War has one of the best third-person-shooter mechanics I've ever seen. GoW's cover system, the aim mechanics, the guns, they all feel so natural and good. It's all so smooth and seemless.

GoW even helps you with your cover by showing you the posibilities for jumping from cover to cover. For example, when you close in on a wall you'll see an icon of an arrow and a piece of cover. You know that if you press 'A' on that moment, your character will dodge into cover.
When you are in cover and you press forward, you'll get an icon with a piece of cover and an arrow curving over it. Righ then you know that if you press 'A' you'll jump over the cover.
If you're next to a gap in the line of cover, you'll see a little icon with two pieces of over and an arrow inbetween them. At that moment you know that if you press 'A', you'll jump from your current cover right into the next over in 1 seamless action.


I really REALLY like the whole cover-system of Gears of War. Mass Effect 2 did a good job at imitating the cover-system of Gears of War, but it's still not even close to the perfect system from Gears of War. I hope Mass Effect 3 will be even more like Gears of War when it comes to the cover-system.
I already saw that BioWare ripped off the icon-system from Gears of War's cover-system and I'm HAPPY that they did. This icon-system is going to make jumping from cover to cover soooo much easier and more seamless in ME3.

KaidanWilliamsShepard wrote...

I like Gears Of War just as much as the next guy, but when you put Gears Of War in my Mass Effect, its like putting whiskey in my iced latte!


Well we clearly disagree here. But if you read what I wrote in this comment you'll probably understand what I mean with "Mass Effect 3 should be more like Gears of War".

Just for clarification: I LOVE the RPG elements in Mass Effect. I love the whole class-based system. I love the unique class-powers. I love the ability to progress the stats of your class-abilities the way you see fit. I love the ability to talk and communicate with NPCs.

So I don't want Mass Effect to become a GoW clone, I just hope the shooter-elements and the cover-system become more like the perfect system of Gears of War.

Modifié par Luc0s, 19 juillet 2011 - 09:39 .


#3153
tobynator89

tobynator89
  • Members
  • 1 618 messages

Sylvius the Mad wrote...

Storytelling is not a core component of RPGs.

Roleplaying is.


That is singlehandedly the most brilliantly retarded phrased comment I've heard today.
 

#3154
Guest_KaidanWilliamsShepard_*

Guest_KaidanWilliamsShepard_*
  • Guests

Luc0s wrote...

KaidanWilliamsShepard wrote...

I don't care what people say about the definition of an RPG, stats are an important and common part of an RPG experience for MANY, MANY people, and armor custimization has always been a crowd favorite when it comes to Mass Effect games. 


Very true. I agree that stats are a core-element of the RPG genre. No question there. The fact that customization is also a crowd-favorite in the RPG genre is also something I acknowledge and understand.

However, I'm all for realism. I like stats when they are there for a reason and represent something realistic. If the stats become redundant and are just there to make the game "more RPG" then for god sakes, get rid of the stats.

I welcome stats-based gameplay with open-arms if the stats actually make sense and are actually essential to the gameplay. When the stats become redundant then for the love of god, get rid of them.

What I would like to see for ME3 is the standard N7 armor that can get visual upgrades. As an N7 soldier it makes sense for Shepard to wear a N7 armor. Any other armor doesn't make much sense, though the other armors aren't really gamebreakers either since Shepard is a Spectre after all. Spectres can choose their own equipment. So in that light it does make sense that you can pick other armor-pieces ot wear.

Anyway, I think it would be much more awesome to have just 1 armor, the N7 armor and then you're allowed to visually upgrade the N7 armor. For example I would love to be able to upgrade my N7 armor to a heavy-variant (slap some extra shoulder-pads on the suit) or upgrade to the light-variant (get rid of the shoulder-pads). That would make sense and it would be awesome.


KaidanWilliamsShepard wrote...

I think Gatt9 once wrote, that what they did was cripple the shooter mechanics in an attempt to make the weapon stats relevant in both games, and that it was ridiculous that a soldier, that had been in the alliance since he or she was 19, couldnt shoot straight without stats. Genius post. You say that you know your RPG's better than most, because you are a game designer, but then you say that you want Mass Effect to be more like Gears Of War? This makes absolutely no sense dude.


I sort-of agree with Gatt9 I guess. I think the stats of your accaracy should be based on the weapon you use and not on how much points you spend in the 'weapon training' skill.

First of all, I don't think that because I'm a game-design student I have an edge over other people when it comes to knowing your RPG. I think the fact that I actually get taught about these things at my university by teachers who are proffesional game-designers themselves gives me a little edge, or at least it gives me insight on what the perspective of the game-industry.

And don't get me wrong, I don't want Mass Effect to be 100% like Gears of War. I think the shooter-mechanics from Mass Effect should be like Gears of War. Gears of War has one of the best third-person-shooter mechanics I've ever seen. GoW's cover system, the aim mechanics, the guns, they all feel so natural and good. It's all so smooth and seemless.

GoW even helps you with your cover by showing you the posibilities for jumping from cover  to over. For example, when you close in on a wall you'll see an icon of an arrow and a piece of cover. You know that if you press 'A' on that moment, your character will dodge into cover.
When you are in cover and you press forward, you'll get an icon with a piece of cover and an arrow curving over it. Righ then you know that if you press 'A' you'll jump over the cover.
If you're next to a gap in the line of cover, you'll see a little icon with two pieces of over and an arrow inbetween them. At that moment you know that if you press 'A', you'll jump from your current cover right into the next over in 1 seamless action.


I really REALLY like the whole cover-system of Gears of War. Mass Effect 2 did a good job at imitating the cover-system of Gears of War, but it's still not even close to the perfect system from Gears of War. I hope Mass Effect 3 will be even more like Gears of War when it comes to the cover-system.
I already saw that BioWare ripped off the icon-system from Gears of War's cover-system and I'm HAPPY that they did. This icon-system is going to make jumping from cover to cover soooo much easier and more seamless in ME3.

KaidanWilliamsShepard wrote...

I like Gears Of War just as much as the next guy, but when you put Gears Of War in my Mass Effect, its like putting whiskey in my iced latte!


Well we clearly disagree here. But if you read what I wrote in this comment you'll probably understand what I mean with "Mass Effect 3 should be more like Gears of War".

Just for clarification: I LOVE the RPG elements in Mass Effect. I love the whole class-based system. I love the unique class-powers. I love the ability to progress the stats of your class-abilities the way you see fit. I love the ability to talk and communicate with NPCs.

So I don't want Mass Effect to become a GoW clone, I just hope the shooter-elements and the cover-system become more like the perfect system of Gears of War.



No arguments here.

#3155
Varen Spectre

Varen Spectre
  • Members
  • 409 messages
Well, the "mainstream" classification of games' genres (which formed by reviewers' opinions, popular opinions, traditions, distributors' classification, etc.) is kind of inacurate and sometimes may even appear as inconsistent or illogical. 

But that's O.K. IMO, because it's main reason has always been to help players (usually readers of various magazines) keep track of incoming games which were supposed to have same or similar features as games they previously played and enjoyed. Not to provide basis for sophisticated discussions.

In order to make such acquaintance with similar games as accurate and more importantly as useful as possible, the main emphasis has always been put on the most distinguishable and memorable features. I would say that simplicity and memorability of these criteria has taken priority over any logic or complexity. Another important factor IMO was the size of the communities, that were willing to follow particular genres and potential subgenres. I guess sometimes it was beneficial to split one genre into more (e.g. shooters were split into 1st person and 3rd person), because the groups of players interested in these genres were big enough to allow  them to become separate sections within genre classification, sometime it probably wasn't (rpgs?, adventures?).

As a result, we have 1st person shooters, platformers, adventures, action adventures, RPGs, etc., i.e. the genres that not only overlap each but together, do not make much sense. However, they obiously seem to be very practical.

This IMO explains why despite the fact, that some games have many elements from one genre, they are still attributed to another. It's because their most memorable (dominant) features are so related to another genre, that it would be impractical to "mislead" all those gamers, readers and potential buyers.

So I can understand if some games with RPG features are assigned by majority of gamers, reviewers, etc. to other genres (probably because features from other genres have "outweighted" so called RPG elements) while others are not.  

The question, whether definitions of particular genres and their key elements should or could be redefined, is more interesting... 

As a person, who prefers clarity and consistency and also likes to have access to records of all past situations and options (read: not very flexible:bandit::P), I would prefer creation of new genres and terms (if necessary) instead of redefining the existing ones. Exagerated hypothetical(!) example: If games from particular genre cease to use majority of what used to be key elements of that genre, I would rather classify them according to (brand) new genre, instead of claiming that times have changed and old elements no longer represented this genre so change was necessary... That way, I would have two genres and can compare which one has elements that suit me more.

Nevertheless, just like wih all previous classifications in history, providing that any changes will really be needed, it will be pure practicality and usefulness on industry level, that will determine, whether current genres will be redefined or will be abandoned and new will emerge. 

#3156
Guest_KaidanWilliamsShepard_*

Guest_KaidanWilliamsShepard_*
  • Guests

tobynator89 wrote...

Sylvius the Mad wrote...

Storytelling is not a core component of RPGs.

Roleplaying is.


That is singlehandedly the most brilliantly retarded phrased comment I've heard today.
 




Why?
Because it makes sense and its a fact?

#3157
Sylvius the Mad

Sylvius the Mad
  • Members
  • 24 090 messages

sp0ck 06 wrote...

Who said anything about guessing?  Unless you just spin your joystick/mouse and choose random responses to every dialogue, you aren't guessing.  The game generally gives you a pretty good idea about the tone of your response.

The tone isn't enough.  What information is going to be divulged?  Is your character going to make an assertion, or ask a question?  Any of these details could potentially conflict with a motive you assigned for some previous action.

If you decided, for example, that Shepard doesn't trust Anderson, and had that distrust drive your decision-making earlier in the game, it would be catastrophic to have Shepard then unexpectedly rely on Anderson as if she trusts him.

What what YOU do?  If you had made this game, what system would YOU have implemented, realistically?

I would have used full-text options and not voiced Shepard.

My metagaming?  What does that even mean?  Unlike you, I don't believe my character is real.

 
But he does.;  He thinks he's real.  So his decisions should be based on that perspective, not your perspective.

I think he's a bunch of pixels that I am directly controlling, because I'm playing a damn video game.

That's the problem.  Don't play a game.  Play a character.

You've been complaining how ME2 dialogue gives no choice, player has no control, blah blah, but here you say it doesn't matter at all.  How can you want to control everything the character does, but not want the player to be cognizant of the game?  Furthermore, if "this can't ever have been a problem," why have any dialogue choice at all?  Every conversation should be the same, every time?

The NPC responses could be the same every time, sure.  It would make the game less interesting, but that wouldn't impede roleplaying.

#3158
tobynator89

tobynator89
  • Members
  • 1 618 messages

KaidanWilliamsShepard wrote...

tobynator89 wrote...

Sylvius the Mad wrote...

Storytelling is not a core component of RPGs.

Roleplaying is.


That is singlehandedly the most brilliantly retarded phrased comment I've heard today.
 




Why?
Because it makes sense and its a fact?


we have different definitions of roleplaying

Deal with it.

#3159
the_one_54321

the_one_54321
  • Members
  • 6 112 messages

KaidanWilliamsShepard wrote...

tobynator89 wrote...

Sylvius the Mad wrote...
Storytelling is not a core component of RPGs.

Roleplaying is.

That is singlehandedly the most brilliantly retarded phrased comment I've heard today.

Why?
Because it makes sense and its a fact?

No, it's because he doesn't like it but can't come up with a better response than that.

#3160
Guest_KaidanWilliamsShepard_*

Guest_KaidanWilliamsShepard_*
  • Guests

tobynator89 wrote...

KaidanWilliamsShepard wrote...

tobynator89 wrote...

Sylvius the Mad wrote...

Storytelling is not a core component of RPGs.

Roleplaying is.


That is singlehandedly the most brilliantly retarded phrased comment I've heard today.
 




Why?
Because it makes sense and its a fact?


we have different definitions of roleplaying

Deal with it.



Dealt with, but you cant deny that Role Playing in a Role Playing game, is more important than the quality of the story?

#3161
the_one_54321

the_one_54321
  • Members
  • 6 112 messages

Sylvius the Mad wrote...
The tone isn't enough.

And yet so many players are able to so consistently anticipate the outcomes! Why do you suppose that is?

Sure, there's never really a 100% success rate, but then that goes back to the whole "perfect or nothing at all" issue for which you have yet to provide a viable threshold for imperfection.

#3162
tobynator89

tobynator89
  • Members
  • 1 618 messages

KaidanWilliamsShepard wrote...

Dealt with, but you cant deny that Role Playing in a Role Playing game, is more important than the quality of the story?


Yes I can

#3163
Guest_KaidanWilliamsShepard_*

Guest_KaidanWilliamsShepard_*
  • Guests

tobynator89 wrote...

KaidanWilliamsShepard wrote...

Dealt with, but you cant deny that Role Playing in a Role Playing game, is more important than the quality of the story?


Yes I can



Oh i get it, your not trying to reason, you are trolling me.
Nevermind then.

#3164
the_one_54321

the_one_54321
  • Members
  • 6 112 messages

KaidanWilliamsShepard wrote...

tobynator89 wrote...

KaidanWilliamsShepard wrote...

tobynator89 wrote...

Sylvius the Mad wrote...
Storytelling is not a core component of RPGs.

Roleplaying is.

That is singlehandedly the most brilliantly retarded phrased comment I've heard today.

Why?
Because it makes sense and its a fact?

we have different definitions of roleplaying

Deal with it.

Dealt with, but you cant deny that Role Playing in a Role Playing game, is more important than the quality of the story?

He says "we have different blah blah balh. Deal with it" after responding to someone else's definition with "that's the stupidest thing I've heard today." 

Why are you taking him seriously intead of just berating him?

#3165
back pain

back pain
  • Members
  • 274 messages
I couldn't care less if Mass Effect 1, 2 or 3 fit some random person on the internet's definition of an "RPG", what I care about is whether or not the game is good. Mass Effect was legendary, Mass Effect 2 was even better, and from what I have seen Mass Effect 3 looks like the second coming.

#3166
EternalPink

EternalPink
  • Members
  • 472 messages

tobynator89 wrote...

And so the pointless sophism drags on, never getting anywhere.


We do now seem to be repeating ourselfs from the previous 125 odd pages although unless someone is sitting with a gun to your head you do have the option not to read it.

Doubt there will be agreement since there are peeps like me that are very inclusive in what we feel is an RPG and others who are very exclusive on what they feel is an RPG so i doubt we'll make much progress even if it goes for another 125 pages.

Made me chuckle few times so all good fun tho

Modifié par EternalPink, 19 juillet 2011 - 09:48 .


#3167
Guest_Luc0s_*

Guest_Luc0s_*
  • Guests
@Varen Spectre:

Very insightful post. Very well written too. I agree with most things you said.

In fact, the industry already does come up with new labels when new games become too deviant from the established genre(s). Most of the time these new labels become sub-genres of the original genre.

For example, within the classic RPG genre we have seen various sub-genres over the years. To name a few: Turn-based-RPG, action-RPG, tactical-RPG, MMO-RPG and hybrid-RPG.

I believe Mass Effect falls into the last category. It's a hybrid-RPG. It combines elements from the thid-person-shooter genre and the RPG genre together, so it would be a TPS-hybrid-RPG.

Modifié par Luc0s, 19 juillet 2011 - 09:56 .


#3168
AlanC9

AlanC9
  • Members
  • 35 565 messages

KaidanWilliamsShepard wrote...
I don't care what people say about the definition of an RPG, stats are an important and common part of an RPG experience for MANY, MANY people, and armor custimization has always been a crowd favorite when it comes to Mass Effect games.


True, but.... so what? As someone without a Bioware tag on my handle, it's not my job to think about what "MANY, MANY people " want to see in a game. I just don't see why you're bringing this up.

#3169
sp0ck 06

sp0ck 06
  • Members
  • 1 318 messages

Sylvius the Mad wrote...

sp0ck 06 wrote...

Who said anything about guessing?  Unless you just spin your joystick/mouse and choose random responses to every dialogue, you aren't guessing.  The game generally gives you a pretty good idea about the tone of your response.

The tone isn't enough.  What information is going to be divulged?  Is your character going to make an assertion, or ask a question?  Any of these details could potentially conflict with a motive you assigned for some previous action.

If you decided, for example, that Shepard doesn't trust Anderson, and had that distrust drive your decision-making earlier in the game, it would be catastrophic to have Shepard then unexpectedly rely on Anderson as if she trusts him.

What what YOU do?  If you had made this game, what system would YOU have implemented, realistically?

I would have used full-text options and not voiced Shepard.

My metagaming?  What does that even mean?  Unlike you, I don't believe my character is real.

 
But he does.;  He thinks he's real.  So his decisions should be based on that perspective, not your perspective.

I think he's a bunch of pixels that I am directly controlling, because I'm playing a damn video game.

That's the problem.  Don't play a game.  Play a character.

You've been complaining how ME2 dialogue gives no choice, player has no control, blah blah, but here you say it doesn't matter at all.  How can you want to control everything the character does, but not want the player to be cognizant of the game?  Furthermore, if "this can't ever have been a problem," why have any dialogue choice at all?  Every conversation should be the same, every time?

The NPC responses could be the same every time, sure.  It would make the game less interesting, but that wouldn't impede roleplaying.


So essentially, you don't care about gameplay, you just want the game to conform to your idea of "roleplaying."

Here's a question:  is an actor in a play role-playing?  When I played Benedick in Much Ado About Nothing in college, I wasn't just spouting lines that had already been written.  I became the character, within the confines of the script.  That, to me, is what role-playing is (in video games, as an actor, PnP) :  playing out a character within the confines of the system.  In the case of Benedick, that system is Shakespeare's brilliant dialog.  In Mass Effect, it's the game mechanics and story created by BioWare.  In Baldur's Gate, its an emulation of D&D confined within the Infinity Engine.

So, as Benedick, I was not controlling his actions or speech.  I didn't even control where he stood.  Those values had already been set, by Shakespeare and by our director.  Does that mean I couldn't become the character?

 Benedick didn't "think he was real," because he is nothing without ME, just as Shepard is nothing without the player.  Sitting there pretending you aren't playing a video game doesn't change the fact that's exactly what you are doing.  If, instead, you choose to become Shepard within the confines of the game and its system, you're no longer pretending, you're role playing.   

#3170
the_one_54321

the_one_54321
  • Members
  • 6 112 messages

Luc0s wrote...
I believe Mass Effect falls into the last category. It's a hybrid-RPG. It combines elements from the thid-person-shooter genre and the RPG genre together, so it would be a TPS-hybrid-RPG.

I still maintain that the TPS UI and RPG UI are mutually exclusive. Being one means that it cannot be the other. =]

sp0ck 06 wrote...
Here's a question: is an actor in a play role-playing?

No, the actor is acting. Acting can be role playing, like in LARPing, but they are not necessarily the same and in a play it is only acting.

Modifié par the_one_54321, 19 juillet 2011 - 10:02 .


#3171
Guest_KaidanWilliamsShepard_*

Guest_KaidanWilliamsShepard_*
  • Guests

AlanC9 wrote...

KaidanWilliamsShepard wrote...
I don't care what people say about the definition of an RPG, stats are an important and common part of an RPG experience for MANY, MANY people, and armor custimization has always been a crowd favorite when it comes to Mass Effect games.


True, but.... so what? As someone without a Bioware tag on my handle, it's not my job to think about what "MANY, MANY people " want to see in a game. I just don't see why you're bringing this up.



I only bring it up, because people keep denying that stats and custimization matter, when it REALLY still does.
thats all, understand?Image IPB

#3172
Guest_Luc0s_*

Guest_Luc0s_*
  • Guests

sp0ck 06 wrote...

Here's a question:  is an actor in a play role-playing?  When I played Benedick in Much Ado About Nothing in college, I wasn't just spouting lines that had already been written.  I became the character, within the confines of the script.  That, to me, is what role-playing is (in video games, as an actor, PnP) :  playing out a character within the confines of the system.  In the case of Benedick, that system is Shakespeare's brilliant dialog.  In Mass Effect, it's the game mechanics and story created by BioWare.  In Baldur's Gate, its an emulation of D&D confined within the Infinity Engine.

So, as Benedick, I was not controlling his actions or speech.  I didn't even control where he stood.  Those values had already been set, by Shakespeare and by our director.  Does that mean I couldn't become the character?

 Benedick didn't "think he was real," because he is nothing without ME, just as Shepard is nothing without the player.  Sitting there pretending you aren't playing a video game doesn't change the fact that's exactly what you are doing.  If, instead, you choose to become Shepard within the confines of the game and its system, you're no longer pretending, you're role playing.  


Exactly my point. This is what I said too, but you sum it up better than I did.

I too gave my role as Jesus Christ in our highschool's Jesus Christ Super Star musical as an example of how you can actually "roleplay" a character without the need of freedom and in-game character decisions.

PS: I really enjoyed my role as Jesus Christ even though I'm absolutely not a Christian myself. I think the very fact that I was not a Christian myself made me perfect for the role as Jesus Christ.

Modifié par Luc0s, 19 juillet 2011 - 10:05 .


#3173
the_one_54321

the_one_54321
  • Members
  • 6 112 messages

Luc0s wrote...
I too gave my role as Jesus Christ in our highschool's Jesus Christ Super Star musical as an example of how you can actually "roleplay" a character without the need of freedom and in-game character decisions.

You need to have some form of player agency in order for it be a game. Acting in a play is 100% dictated. There is no variable outcome for anything, whether based on player choice or based on numerical simulation. There is zero agency.

#3174
sp0ck 06

sp0ck 06
  • Members
  • 1 318 messages

the_one_54321 wrote...

Luc0s wrote...
I too gave my role as Jesus Christ in our highschool's Jesus Christ Super Star musical as an example of how you can actually "roleplay" a character without the need of freedom and in-game character decisions.

You need to have some form of player agency in order for it be a game. Acting in a play is 100% dictated. There is no variable outcome for anything, whether based on player choice or based on numerical simulation. There is zero agency.


This is completely and utterly wrong.  If you had ever acted a major role in a formal dramatic production you would know otherwise.  There are infinite variables within every delivered line.  It's not a game per se, but it is certainly a "purer" form of role playing than any RPG (with the exception of LARP).

As an example:  compare Jack Nicholson's portrayal of the Joker with Heath Ledger.  Would you say they are the same character?  Sure, the script is radically different.  The director is different.  The plot is different.  But is it the written lines that create the character?  The action scenes?  It is the choices the actor makes with what he is given that define a character.  Just as it is the choices the player makes that define Shepard. 

#3175
Guest_Luc0s_*

Guest_Luc0s_*
  • Guests

the_one_54321 wrote...

Luc0s wrote...
I too gave my role as Jesus Christ in our highschool's Jesus Christ Super Star musical as an example of how you can actually "roleplay" a character without the need of freedom and in-game character decisions.


You need to have some form of player agency in order for it be a game. Acting in a play is 100% dictated. There is no variable outcome for anything, whether based on player choice or based on numerical simulation. There is zero agency.


I disagree. When I act out the role of a character, I'm roleplaying. Though the script of the play that dictates what I should say and where I should stand, it's still up to me to deliver the role of Jesus Christ. Without me, there would be no Jesus Christ (well, not in the play at least, you get what I mean).

In the play, I become Jesus Christ and when people look at the play they don't see me anymore, they see Jesus Christ. However, it's up to mee how people see the portrayal of Jesus Christ. Because that's what I am in the play, I'm a portayal of Jesus Christ and it's up to me to turn it into a realistic and believable portayal.


A game is not so different than a play. In a play it's the script that dictates how the play progresses, in a video-game it's the game-mechanics that dictates how the gameplay progresses.

In a play, the actor plays the role of a character in a story and world that's established by the director and script.

In a roleplaying video-game, you play the role of a character in a story and world that's established by the director and script.

Anyway, long story short: It's the gameplay that makes a video-game. It's the RPG-elements that makes the video-game a roleplaying video-game.

Modifié par Luc0s, 19 juillet 2011 - 10:21 .