Sylvius the Mad wrote...
All of them. That's what makes them RPGs.
No sorry, none of them. You're not creating your own story in any of these games. You're merely choosing directions among paths that are already written by the developers.
By your logic, GTA4 is an RPG, because you get to choose which characters you help and those decisions have influence on the city, the story progression and which missions you'll get in the future.
So, are you now saying GTA4 is an RPG because of that? Because I can tell you, GTA4 really isn't a RPG.
And are you now saying that GTA4 lets you create your own story? Because I can tell you, GTA4 really doesn't let you create your own story. All the relevant plot-points are always exactly the same, regardless of your decisions.
And it's that way for any game really. No matter what you choose, the relevant plot-points are always the same. In KOTOR, in Mass Effect, in Dragon Age, in The Witcher, in Fable, etc. etc. etc.
All these games only give you the illusion of choice. You think you can make your own story with your decisions, but in reality there are always bottlenecks in the story where every single story-path comes back together no matter which story-path you chose (think of the encounters with the Collectors in ME2 as an example for this). And only these bottleneck-moments are plot-relevant. The rest is just details and completely superficion. It's all fake-freedom. Freedom that isn't really freedom.
Sylvius the Mad wrote...
do you get to make choices about what your character does and why? Bam, there you're written a story.
Sorry but that really just is NOT how it works.
According to your logical I write stories in every single game I play, because in every single game I make decisions, no matter how big or small. If I couldn't make decisions then I wouldn't be playing a game, I would be watching a movie.
Sylvius the Mad wrote...
It's a story about your character and his decision-making process.
Not necessarily. The Witcher for example is about getting the stolen secrets of the witchers back and Geralt's amnesia plays a side-role in it. Through the game Geralt gets his memory of his past back. Depending on your decisions some characters will help you find the stolen secrets back. However, these decisions do not make the story. These decisions only fill in some details that are irellevant to the story.
Sylvius the Mad wrote...
So, when you choose the very first thing you choose in a game (whatever it is, be it a dialogue option or a weapon selection or anything else), how do you do that if you don't know what the character's personality is?
Simple, you just pick what you as the player prefer. If the game is designed well, it shouldn't matter what you choose, because either you're creating your own character or you already have a pre-made character (such as Geralt von Rivia) but if the latter is the chase (like in The Witcher) you can assume that every decision is directed carefully by the game-designers so your decisions do not contradict the personality of Geralt.
For example, in the beginning of The Witcher when Geralt wakes up and is thrown into his first battle, he doesn't know jack sh*t about himself or anything. He has amnesia and he's completely blank. Yet, at that very moment you already have to make your first decisions, for example which path you take, which boss-character you kill first, which magic-spell you want to learn first. You make all those decisions while Geralt doesn't know jack about himself or who he is. But whatever you choose, the personality of Geralt isn't contradicted. Because all these decisions are carefully orchestrated by the designers so none of them contradict Geralts pre-made personality.
Sylvius the Mad wrote...
Cutscenes wherein the PC does things run the risk of the PC doing things that contradict your pervious choices for him.
Only if the designers suck. Good game-designers make sure cutscenes do not contradict your decisions, and the other way around (decisions should not contradict cutscenes either).
For example, none of the cutscenes in DA:O contradicted any of my warden characters. That's because BioWare does not suck and know how to orchestrate their games so that they always make sense no matter how you play them (well, most of the time...).
Sylvius the Mad wrote...
Those aren't cutscenes, because they aren't non-interactive. Fable 2 and 3 don't have cutscenes, which I think is great.
Who says cutscenes can't be interactive? You make no sense at all.
With your logic, we can say that some of the cutscenes in Mass Effect 2 aren't really cutscenes because they have interaction with those Paragon- and Renegade interrupts (L2 or R2 buttons on Xbox360).
With your logic, we could say that the entire game Heavy Rain doesn't have cutscenes at all even though it's an interactive movie from start to finish.
Fable 2 and 3 do have cutscenes, but the players have a bit of freedom in those cutscenes. So what?
Sylvius the Mad wrote...
As long as the game never tells me that Udina isn't gay, then I can play the game as if he's gay and not have that gameplay experience disrupted. From the point of view of my character, Udina is gay. Perhaps in that character's reality Udina is gay.
Since you never told me that you aren't gay, I can continue this discussion as if you are gay and not have the discussion disrupted.
Okay, then I'm going to continue this discussion as if you are gay and not have the discussion disrupted.
From my point of view, you are gay. In my reality you are gay.
HEY PEOPLE, HAVE YOU ALL HEARD? SYLVIUS IS GAY! BET YOU GUYS DIDN'T KNOW THAT DID YA!?
Sylvius the Mad wrote...
We know that some things are necessarily true, because we see those things explicitly portrayed on screen, and we know some things are necessarily untrue, because they're directly contradicted by the events we've seen on screen. But literally everything else is possibly true. It's straight modal logic. Everything is possibly true if it is not necessarily not true.
Possibly true =/= true
Just because there possibly is a God that created the entire universe, does not mean that it is so. There still is a posibility that there is no God at all.
Possibilities don't mean jack sh*t if you have not at least a bit of evidence one way or the other. There is no evidence that Udina is gay, but there is also no evidence that he is straight. So that means his sexuality doesn't matter and you can assume whatever the heck you want, it doesn't change anything.
Sylvius the Mad wrote...
The consequences are complately irrelevant. It's the decisions that matter.
Oh right, so when I decide in FF7 to buy 'sword X' with Cloud instead of 'sword Y', I'm roleplaying? I mean the consequences are completely irrelevant, it's the decision that matters right?
Okay. So you DO think FF is an RPG after all then? In fact, with your logic, you must think that EVERY SINGLE GAME is an RPG.
Sylvius the Mad wrote...
And you're saying Geralt literally doesn't care which option he chooses throughout the game, and moreover, that his total indifference is guaranteed by his behaviour?
Geralt sometimes cares. He does show emotions, but only when the directors and story-writers decide he should care or show emotions. It's all scripted and it's all based on his pre-made personality. It's all carefully orchestrated and directed in such a way that it fits the Geralt that the developers and writes made.