[quote]Sylvius the Mad wrote...
This is all supposition on your part. There is no evidence in the game that this is true.
[/quote]
Bullcrap. Everyone with some knowledge on story-structure can see the ME2's 3-arc story-structure with 2 plot-points and 1 final resolution clear as day. You don't need to be a genius to see how obvious Mass effect 2 is when it comes to story-structure and how the game forces each player through bottlenecks where the major plot events happen.
Now Mass Effect 1 is a bit more tricky and less obvious, but I can assure you that Mass Effect 1 also has a 3-arc story-structure with 2 plot-points and 1 final resolution. But ME1 is less in-your-face with it than ME2 is.
[quote]Sylvius the Mad wrote...
If you want to defend your arbitrary line, go right ahead, but just repeating the arbitrary assertion isn't going to convince anyone.
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I already defended my position. In my opinion you're way to black-and-white about it. With your reasoning, you say that either you can't create anything yourself because the matter (building blocks) you use is not your own, or you can make everything yourself no matter how much you rip-off other peoples creations.
That's just bull. I think there is a fine line between that you can claim as your own creation and what you can't claim as your own creation. It's difficult to exactly define that line in words, but it is there and you know it.
So I'd say if you type your own story, the story is yours even though you used a pre-made alphabet to write it.
If you simply pick pre-defined decisions in a pre-made story from a video-game, you're not writing the story, you're simply experiencing the story. The story is not yours, it's BioWare's (or whatever developer's game you're playing).
No matter what you do in Mass Effect, no matter what you choose in Mass Effect, EVERYTHING has been written and made by BioWare, not you.
The ONLY thing you can take credit for, is the decisions you make. However, decision-making =/= story-writing. Derp.
[quote]Sylvius the Mad wrote...
1. What possible relevance does copyright law have?
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It has EVERYTHING to do with this. Because the copyright law is there for a reason. It makes the distinction between what you can claim as your own creation and what you can't claim as your own creation. The copyright law prevents people from copy&pasting other people's work and claim it as their own work, like you do for example when you're playing an RPG and claim that you are writing the story, which isn't true.
Hypothetical situation:
You play Mass Effect. You make a few decisions through the game and in the end you've experienced an epic adventure. You start to write a book about the adventure you have experienced and in your book you claim that it's YOUR story.
Now, as fan-fiction, that's all fine. But if you are going to publish the book, then expect BioWare to sue your butt very soon. I think BioWare will claim that the story in your book is not YOUR story, but THEIR story. And you know what? BioWare would be right and win the court and you would owe BioWare money for using their IP as your own.
[quote]Sylvius the Mad wrote...
But those paths aren't precisely defined, so I can resolve those paths more clearly than the writers did.
[/quote]
Bull****. The paths in all those games are very precisely defined. All the dialogue, all the cutscenes, all the scrips, all the events, all the possible outcomes, all the possible paths, all the possible final resolutions: It's all made up by the developers, it's all written by the writing team and it's all programmed by the programmers. None of it is your work.
[quote]Sylvius the Mad wrote...
Everywhere the story leaves a gap, you can fill in that gap. Every detail that isn't made explicit is yours to set as you prefer.
[/quote]
Yes but that isn't roleplaying, that's just making stuff up in your head. And even if it is roleplaying, it's not in the game, it's only in your head.
So you can't define a game based on what ISN'T in the game. That's bull. The gaps in a game (whatever kind of gaps) does not define what kind of game we're dealing with. What IS in the game defines what kind of game we're dealing with.
Saying that "game X doesn't have A, B and C, therefor it's an RPG" doesn't make any sense.
[quote]Sylvius the Mad wrote...
Then you're not playing the role. You're playing a game.
We're talking about roleplaying, not game playing.
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You NEED to play the game in order to play the role. No gameplaying, no roleplaying.
roleplaying = gameplaying
You can't have roleplaying without gameplaying if you're playing an RPG video-game.
[quote]Sylvius the Mad wrote...
Yes, but I have to be the one who decides what the character will do. Otherwise his behaviour might contradict me.
[/quote]
It's not about you, it's about the character.
[quote]Sylvius the Mad wrote...
It doesn't matter whether I would cross the room. It only matters whether the character would cross the room, but since I've designed the character's personality the developers CAN'T KNOW whether he would cross the room. But they also don't know that he would stand still, so they cannot put him in the cutscene at all without potentially breaking him.
[/quote]
You're taking this way to deep man. With your logic, you could simply break EVERYTHING the developers made apart by saying that it might contradict the character you've made up in your head.
How the character walks might contradict what you've made up in your head. So, does that mean the game shouldn't have walking animations because it might contradict your character?
How your character uses his/her sword might contradict what you've made up for your character. Does that mean the game shouldn't have attacking animations because it might contradict what you've made up in your head?
How NPCs respond to your character might contradict what you've made up in your head. Does that mean the game shouldn't have NPCs interacting with you?
How tall your character is might contradict what you've made up in your head. Does that mean every single RPG game should give you the option to alter the hight of your character, despise the fact that this might give the programmers a lot of trouble with clipping?
You know pall, I think RPG games just aren't your thing man. With your ridiculous standards you might just want to stick to PnP roleplaying, at least those games can't contradict anything at all because you make everything up in your head and your imagination is the only limitation of PnP roleplaying.
So yeah, maybe you should just give up on RPG video-games and stick to PnP roleplaying.
[quote]Sylvius the Mad wrote...
Yes, and I think that's a bad decision.
The setting's coherence should come first. Player agency should come second. Everything else should be subservient to those.
[/quote]
As a game-designer I fully disagree (and I think many other game-desingers will also disagree with you). Gameplay comes first. Without gameplay, there is no game. Gameplay is the most important part of a game, ever. Everything else comes second to gameplay.
In fact, story and narrative is one of the most irrelevant parts of a game. Until recently games didn't evem have stories or narrative at all.
A game can be succesful without story, but a game cannot be succesful without gameplay. Thus, gameplay comes first.
[quote]Sylvius the Mad wrote...
"or limited control" is an interpretive clause. I can't know from that what your threshhold of "limited" is. Unless you mean at all limited, but that would cover the entire game.
[/quote]
Well I copy&pasted that part from the wikipedia page about cutscenes, but lets say with "or limited control" we're talking about significantly less control than in the non-cutscene parts of the game.
[quote]Sylvius the Mad wrote...
You've also failed to define gameplay. As I see it, any part of teh game wherein the player has any control at all is gameplay. Dialogue selection is gameplay. Inventory management is gameplay.
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Defining gameplay is still an ongoing debate within the game industry. It's really extremely hard to make an exact and detailed description of what defines gameplay.
My game-design teacher's view on gameplay (and I agree with him) is this:
Gameplay is the player interaction with the game-mechanics (game-mechanics = rules and patterns of the game). Gameplay is the result of players interacting with the environment and game-mechanics of the video-game.
With player interaction we're talking specifically about players changing values within the game with their own influence. The environment and scenario of the game must be changable by the player's influence.
[quote]Sylvius the Mad wrote...
Choosing between Door #1 and Door #2 is a choice, yes, but I cannot then be said to have chosen the prizes behind those doors.
If I choose a Paragon interrupt, I did not choose to hug someone. I cannot have, because I didn't know what the options were.
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The outcome or prize is irrelevant, you said so yourself earlier in this discussion. It's not about the outcome, it's about being able to make decisions.
If you choose a Paragon interupt, YOU made that DECISION. The fact that you didn't choose the outcome (e.g. hug) doesn't matter. You said so yourself.
[quote]Sylvius the Mad wrote...
It's action. It's not interaction because I got no feedback.
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Feedback = the game showing that you made a choice and showing the result of your choice.
Yes, it is interaction, because you choose to hit the L2 button for a Paragon interrupt, and as a result the game gives you feedback in form of a flash and the paragon interrupt happening.
[quote]Sylvius the Mad wrote...
And it most certainly is not choice.
[/quote]
It IS a choice. YOU choose to hit it L2 button for the Paragon interrupt. YOU did that and so YOU have to live with the consequences, whether you like it or not. If you don't like the outcome of the interrupt, you could also just have not pressed the L2 button. But you decided to push the L2 button. THAT is a CHOICE.
[quote]Sylvius the Mad wrote...
A well done interrupt system would let us see what it was we were about to do, and have us choose to do it or not once we knew exactly what it was.
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Thats your OPINION. I think the interrupt is just fine as it is because it gives us a surprise. I like the surprise element of the interrupts. That's my opinion.
But just because you don't like the interrupt-system does not mean it isn't a choice. It IS a choice.
[quote]Sylvius the Mad wrote...
I see exactly zero benefit to hiding my character's actions from me. In fact, I'm comfortable asserting that there is no roleplaying benefit.
[/quote]
Again, just your OPINION.
[quote]Sylvius the Mad wrote...
There might be a benefit for those people who like being surprised by the PC's actions, but those people, by defintion, cannot be roleplaying.
[/quote]
Again, your OPINION.
I like the interrupts and I am roleplaying. I'm playing the role of Commander Shepard. When I hit the L2 button I know Shepard is going to surprise me with an epic Paragon interurpt. It's decision I make and I feel heroic if the Paragon interrupt is epic (most of the time it is). I am roleplaying Shepard at that very moment.
[quote]Sylvius the Mad wrote...
No, it's not reasonable to assume either. Assumptions cannot be reasonable. Assumptions exist outside reason.
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LOL! You're serious aren't you? You're not kidding are you? LOL!Please, go learn some bacic philosophy and please develop some basic coherent reasoning skills. When you've done that, you can come back and maybe then I'll take you more serious on this.
Tip: Occam's Razor. Go look it up.
[quote]Sylvius the Mad wrote...
That's what roleplaying is. You're playing the part of a fictional character is a fictional universe that lives inside your computer.
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If YOU made it up yourself, it's not real and it isn't living inside your computer.
If THE GAME made it up FOR you, it is real (in the game) and it is living inside your computer.
[quote]Sylvius the Mad wrote...
What I know doesn't matter. What matters is what my character knows. That's all that matters.
[/quote]
Indeed. And Shepard doesn't know if Udina is gay or not.
[quote]Sylvius the Mad wrote...
That's all belief ever is. It's all completely foundationless.
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I completely disagree. You can have REASON to believe X, or Z if the EVIDENCE points into that direction.
Belief is only foundationless if there is no evidence to support the belief.
[quote]Sylvius the Mad wrote...
More importantly, it's not necessary for you - the player - to believe that these things are true in the game. you just need to act as if these things are true in the game, or even just as if your character believes them in the game.
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But that's all YOUR doing, NOT THE GAMES doing. If THAT is what defines roleplaying, then I can roleplay in EVERY SINGLE GAME if I want.
I can play GTA4 and act as if Nico Bellick is homosexual. Then I would be roleplaying and so that would mean GTA4 is an RPG right?
No, of course not. It's really silly to think the label or genre of a video-game is depending on whether you as the player act as if- or not.
[quote]Sylvius the Mad wrote...
Believing something is true and acting as if it is true are very different things. And you probably disagree with that because you can't see the difference in the outcomes. But it's the difference in the process that matters.
[/quote]
Let me ask you: Why the hell would I act as if something is true when I don't even believe something is true?
The only reason I can think of to act as if something is true while I don't believe something is true, is when I'm either acting as an actor in a movie or musical, or when I'm lying to someone.
[quote]Sylvius the Mad wrote...
Shepard has evidence. It was collected off-screen.
[/quote]
No Shepard doesn't have evidence. It's not collected off-screen.
[quote]Sylvius the Mad wrote...
See? There's a gap. There are lots of gaps - there have to be, because we rarely see Shepard eat or sleep. So there is plenty of time for him to learn about his colleagues off-camera.
[/quote]
No there isn't a gap. You just MADE UP a gap. There is only a gap if the story gives you a lead but leaves certain details open or unexplained.
For example the Tali unmasking scene. We all know that Shepard saw Tali's face. But what does Tali's face look like? We don't know, but Shepard knows! THAT is a gap.
What you describe aren't gaps. You're just making stuff up with no reason or lead.
[quote]Sylvius the Mad wrote...
I have to ask you why you assume that you see everything Shepard experiences, expecially given those obvious gaps for eating and sleeping and using the toilet. See, you've actually jumped to a conclusion, while I haven't. The error in reasoning is yours.
[/quote]
Because I AM roleplaying Shepard. Without me, there wouldn't even be a Shepard. So I as the player should know what Shepard is up to. If I don't know that, then I can't make any decisions for Shepard. You said so yourself.
You're COMPLETELY CONTRADICTING yourself now. First you demand that you need to know details about your character before you can make decisions for the character, now all of the sudden you say you don't need details because you can just make stuff up yourself? Sorry, but MAKE UP YOUR DAMN MIND ALREADY!
(Sorry for the caps, I just needed to do that to put more emphasis on those parts.)
I didn't jump to conclusions. YOU DO! YOU DID!
You concluded that Kaidan has a gambling addiction without any evidence or knowledge on that. I said you can't know if Kaidan has a gambling addiction and without evidence there is no reason to believe or conclude that he has such an addiction.
[quote]Sylvius the Mad wrote...
I said "important to Cloud". You should be the one deciding what's important to Cloud. Only you can know that.
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So if I decide what's important to Cloud, then I'm roleplaying, according to YOUR definition. So according to YOU, Final Fantasy 7 IS an RPG after all.
FINALLY, I'm glad to see that you've come to reason and finally agree that Final Fantasy indeed is an RPG.
[quote]Sylvius the Mad wrote...
You can't know that at the time you're making the decision.
[/quote]
But neither can you in real-life. However, you can still make an educated and calculated GUESS on the situation. And I GUESS the choice between 'sword X' or 'sword Z' isn't going to make a difference for anyone except my succes in the upcomming battles.
Why do I guess that? Because both swords seem to be mundane swords that are both sold by a mundane shopkeeper.
I know swords are used to kill enemies, so I make my decision based on what sword seems to be the most effective sword.
Sure, I could pick the most fancy sword instead of the best sword, but as far as I personally (as the player) know Cloud, he doesn't give a jack about fancy stuff, he just wants to get the job done. So I pick the best sword available. It's a logical choice that I make both in-game as Cloud and in real-life as myself. If I where Cloud (and in a certain way I AM Cloud at that moment), I'd simply pick the best sword and be done with it.
Maybe you would pick the fancy sword instead of the best sword. But that doesn't mean anything. It only means that you roleplay Cloud Strife differently than I do, RIGHT? Because that's how YOU described roleplaying.
So Final Fantasy clearly has roleplaying and so it clearly is an RPG, even by YOUR definition. Unless I meta-game, the sword decision is an IN-GAME and IN-CHARACTER decision. So that's roleplaying by YOUR definition.
Modifié par Luc0s, 22 juillet 2011 - 04:40 .