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Article: Are RPGs evolving or dying?


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#451
KenKenpachi

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Oh I have no intentions on buying the next fable game at all. Or anything from lionhead so long as he runs it.

As to Manga, I read a bit actully, same in that other reguards toward Martial Arts and the like. As to stories true enough in most reguards its like playing Zelda. Story is ALWAYS the same minus a few bits here and there, but still can be fun to play. Its mainly the NPC's that bug me as of late, such as FF13. Hated them all, X wasn't so bad but to me thats where it all starting sliding down hill. Its just alot of the ones coming out at least in the bast while you had the same typical handful of stories they added in a bit of humor or gameplay style etc. Now they seem to go "Meh good enough" such as with Enchanter Arms and Magna Carta 2, being the last two RPG's I played.

Though I find alot of the trouble there isn't the story so much as the US Dubbers being horrible and sounding half dead. And that is true with WRPGs I find being as you said either Fantasy or Scifi. I think overall in most Mediums we've reached a point of "Creative deadpan" Or at least risk adverse in the economic system. Like the last truely innovative shooter I've seen was Paradox. Rage seems to be pointing toward something new as well.


And yeah Legend of Dragoon Rocked, I would love to see it updated and re-released or even a 2nd game set in the future. Though I doubt it, had a great and powerful story, I actully slauted Lavitiz whenn he died, typical average story, but very well done. And FF8, great GFX for the time, and I enjoyed the Story alot. However...the mechanics were just crap. I mean having to draw magic, and set one of your four use slots to items while sacrificing your ability to pick up magic, use Magic, special skills, or summon the GF was just bull. Overall I think in a way we've learned from alot of past mistakes, but given that gaming is opening to the masses I won't lie in saying we aren;t seeing some crap, such as FF-13 with its "relateable NPC's" (Ie Brats).

Modifié par KenKenpachi, 10 août 2011 - 10:02 .


#452
Gatt9

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Wusword77 wrote...


Considering no one can define what an RPG is and what the stables of the Genre are, what makes you think that YOU "get" what a "RPG" is?


Defining an RPG is extremely easy.  D&D.  Gurps.  Pathfinder.  Etc.  They all share common fundamental characteristics,  with only a few implementation differences.  This is what RPG's are,  because cRPG's are attempts to emulate the system of playing a PnP RPG,  just like computer chess is emulating chess.

The problem is,  you have two forces at work trying to make them something they've never been.

1. LARPSers - People who will claim that "Stats are irrelevant,  you can Roleplay without them!",  and then make the claim that RPG's are meant to be playing by you pretending you're in the world,  rather than assuming the Role of your character.  These people will generally garner support from group 2,  without group 2 realizing they just agreed that RPG's are people running around in a forest with plastic swords and shields yelling "Lightning bolt!  Lightning bolt!".  A type of game they'd *never* play in real life.

2. Shooter/Adventure game fans who want more story and interaction from their shooters/adventure games,  but instead of demanding it from those dev's,  try to co-opt the RPG genre.  Again easily identified,  they claim that any RPG mechanics are "Outdated and stupid",  sometimes complaining "RPG's require me to learn too much,  I'm not reading a book to play a game!".  They've never played a real RPG,  never touched a rule book,  don't have any idea what constitutes one or why the mechanics existed in the first place.  They just want more from their games than what the 3 dozen shooters a year give,  and there's nothing wrong with that,  it's a problem only when they demand RPG's become Shooters/Adventure games rather than demand the other genre's improve.

What an RPG is,  it's very easy and obvious,  they are what they've always been,  and always will be.  The problem remains people trying to make it into something it's never been,  not because it's any kind of improvement,  but because the types of games they actually like are lacking in what they ultimately want.

Go read through the thread,  you'll find a great many posts actually describe Gears of War with a interactive story,  which begs the question of "If that's what they want,  then why are they demanding RPG's become GoW rather than demanding GoW actually include interaction?"

@il Divo

I was actually trying to support your position,  apparently I failed.

But on the topic of the recession,  it's a non-factor.  At the peak of the recession,  gaming was selling better than ever before,  now it's slumped.  There's no rationale reason for it to peak at the height of a recession,  and then decline during the return to growth.  Gamespot has the article up.

http://www.gamespot....e-industry-down

#453
In Exile

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Gatt9 wrote...
But on the topic of the recession,  it's a non-factor.  At the peak of the recession,  gaming was selling better than ever before,  now it's slumped.  There's no rationale reason for it to peak at the height of a recession,  and then decline during the return to growth.  Gamespot has the article up.

http://www.gamespot....e-industry-down


There's a very simple rationale:

At first, the unemployed turn to video-games as a way to keep entertained while looking for jobs (in keeping with the old economy). Until they realized that this was just a facet of the old economy, and even with new jobs (for those who would get them) there wouldn't be as much free spending. 

So there you go: you have a very clear argument, none of which relies on your argument against the industry. 

#454
KenKenpachi

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Minus there has been no real upturn. In alot of nations those unemployed is now higher than those on unemployment given deadlines and etc. PLUS you have to take into account that a HUGE part of the upturn was namely do to the new "Facebook" gamers. Who got into it for its social aspects, would buy a few games to have at the house for company but after than buy next to nothing. Most of those were middle class as well and having no previous hobbies most likely had money to burn for a short time.

#455
Inquisitor Recon

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Yes and *you're* killing the genre.

But seriously, as time goes on there is so much more crap to deal with for any number of BS reasons.

#456
Wusword77

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Gatt9 wrote...

Defining an RPG is extremely easy.  D&D.  Gurps.  Pathfinder.  Etc.  They all share common fundamental characteristics,  with only a few implementation differences.  This is what RPG's are,  because cRPG's are attempts to emulate the system of playing a PnP RPG,  just like computer chess is emulating chess.

The problem is,  you have two forces at work trying to make them something they've never been.

1. LARPSers - People who will claim that "Stats are irrelevant,  you can Roleplay without them!",  and then make the claim that RPG's are meant to be playing by you pretending you're in the world,  rather than assuming the Role of your character.  These people will generally garner support from group 2,  without group 2 realizing they just agreed that RPG's are people running around in a forest with plastic swords and shields yelling "Lightning bolt!  Lightning bolt!".  A type of game they'd *never* play in real life.

2. Shooter/Adventure game fans who want more story and interaction from their shooters/adventure games,  but instead of demanding it from those dev's,  try to co-opt the RPG genre.  Again easily identified,  they claim that any RPG mechanics are "Outdated and stupid",  sometimes complaining "RPG's require me to learn too much,  I'm not reading a book to play a game!".  They've never played a real RPG,  never touched a rule book,  don't have any idea what constitutes one or why the mechanics existed in the first place.  They just want more from their games than what the 3 dozen shooters a year give,  and there's nothing wrong with that,  it's a problem only when they demand RPG's become Shooters/Adventure games rather than demand the other genre's improve.

What an RPG is,  it's very easy and obvious,  they are what they've always been,  and always will be.  The problem remains people trying to make it into something it's never been,  not because it's any kind of improvement,  but because the types of games they actually like are lacking in what they ultimately want.

Go read through the thread,  you'll find a great many posts actually describe Gears of War with a interactive story,  which begs the question of "If that's what they want,  then why are they demanding RPG's become GoW rather than demanding GoW actually include interaction?"


There is a problem with your analogy of PC RPGs emulating PnP RPGs like PC Chess emulates Chess, the issue being that Chess is a game with set rules.  Every PnP RPG publisher has their game play a little bit differently like using d6/d10/d20, using mini's or not, using maps for combat, or even having combat as a main focus.

Considering that most table top RPG's don't handle combat the same, some like Call of Cuthulu make combat the absolute LAST resort, why can't Electronic RPGs handle combat in a varity of different ways?  Why must everything be turned based and slow, when the natural progression would be to move from turn based to real time (like how TBS turned into RTS)?

Just food for thought.

#457
A Crusty Knight Of Colour

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In Exile wrote...

mrcrusty wrote...
I understand that to some degree, it's out of their hands (publishers) but when they talk about "expanding the market" or "increasing accessibility", it's always aimed at people who don't play RPGs in the first place. Surely if you don't want to move away from the genre entirely, you'd try and aim at these untapped markets of millions of people who are already fans of the genre. Right?


No, they're really not western RPG fans at all. Japanese RPGs have mechanics that are somewhat similar... but the kind of story design is totally alien to what RPGs fans would want, because there RPG mechanics are pure gameplay, and dialogue & story aren't gameplay.

It's the absolute height of story-gameplay segregation. Fixed protagonists, no dialogue choices, the "game" ruleset being 100% independent from the "story" ruleset. There are games that out and out talk about "story" mode and "gameplay" mode. 


Yes, but I'm really talking about the marketing and integration.

This isn't for any current games, but I'm saying, why not have WRPGs use mechanics (TB, complex ruleset) familiar to JRPG fans (and European fans), then market the game more towards them rather than trying to genre mix with say, FPS or TPS games? Basically, try and get the best of both genres by utilising mechanics found in JRPGs but under the design philosophy of WRPGs - ruleset explains the world, dialog is gameplay, etc etc.

That way, you could expand the market without really having to justify why you took out x RPG mechanic or claim that RPGs are "evolving". Well, it would still be evolution, but at least one I would like to see. It's not like the money isn't there. The console audience in Japan is huge and the European markets can essentially sustain three PC Action RPG studios on their own (Larian, Piranha Bytes & CDPR). With Drakensang being relegated to an online game, there would be a large desire for "old school" or at least innovative or challenging RPGs in Europe, which Larian is already attempting to tap into.

I've yet to really see a game outside of say, Anachronox, to really try and bring together WRPGs and JRPGs in such a fashion.

Japan's been immensely successful in doing the opposite (marketing their games to a western audience with enough elements familiar and attractive to them - Zelda, FF, Pokemon, etc), so why do game devs, publishers and many many gamers ignore the potential here?

I mean, you feel like there's a certain level of snobbery involved just because it's Japan or JRPGs, or that the North American market is the only important one.

A tremendous shame. Because I feel like JRPGs often are a lot more fun and innovative mechanically than WRPGs.

Modifié par mrcrusty, 11 août 2011 - 01:23 .


#458
RyuGuitarFreak

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Gatt9 wrote...

Wusword77 wrote...

Considering no one can define what an RPG is and what the stables of the Genre are, what makes you think that YOU "get" what a "RPG" is?


This is what RPG's are,  because cRPG's are attempts to emulate the system of playing a PnP RPG,  just like computer chess is emulating chess...

But the thing is, you can NEVER emulate PnP RPGs in CRPGs properly. Going through a pre-defined script completely limits roleplaying. CRPGs will NEVER be full RPGs experiences. And no, it isn't the same as customizing and go through moral or other kind of dialog options and choices.

That is the cold hard truth. Deal with it. :?

Also, the ruleset is a tool to help the roleplaying, not the core of the experience, that goes through the dungeonmaster storytelling and the players.

Modifié par RyuGuitarFreak, 11 août 2011 - 01:24 .


#459
Dominus

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While perusing wikipedia about Chrono Cross, I found this very potent quote from the Producer of the game, Hiromichi Tanaka.

"Cross is undoubtedly the highest quality Chrono that we can create right now. (I won't say the 'best' Chrono, but) If you can't accept that, then I'm sorry to say this but I guess your Chrono and my Chrono have taken totally different paths. But I would like to say, thank you for falling in love with Trigger so much." Tanaka added, "Of course, the fans of the original are very important, but what innovation can come about when you're bound to the past? I believe that gameplay should
evolve with the hardware."

As I do enjoy playing Devil's advocate every now and then, let's slightly tweak that quote to something more specific to the thread:

"[Current RPG] is undoubtedly the highest quality RPG that we can create right now. (I won't say the 'best' RPG, but) If you can't accept that, then I'm sorry to say this but I guess your vision and our vision of an RPG have taken totally different paths. But I would like to say, thank you for falling in love with our earlier games so much. Of course, the fans of the original are very important, but what innovation can come about when you're bound to the past? I believe that gameplay should evolve with the hardware."

Take from that what you will.

#460
A Crusty Knight Of Colour

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See, I agree. I think that stories and dialog have undoubtedly advanced and evolved (in a positive way) and that's one aspect of gameplay. But combat, exploration and other aspects of gameplay have not noticeably innovated - they are stagnant, or constantly being reduced. I would not call Mass Effect's combat innovative, as it's really a derivative of Gears of War combat. Unlike others, I won't claim that as a bad thing. At least inherently.

Nothing wrong with the cover based TPS combat, though I wish the character system was given much more importance (likely to happen in ME 3) while level design and gameplay options were made more open like Deus Ex. That would be really fun for me. Nice Action/Shooter-RPG

I mean, I like turn based but what's important for me in a combat system is how important the character system is in defining all aspects of that character and how differently the gameplay is as a result. Hard to really quantify though, so it's subjective. Areas like character progression also filter into this.

Ideally, I'd like Biotics and Tech based characters to take advantage of the environment, whether that's spiking electronics, moving furniture around, hacking doors, making use of physics, etc. Also sneaking and infiltration aspects. Even running. Lol. Would be nice if we had a stat to dictate character speed and maxing it out early can make you run run run. Getting you a "Coward" achievement or something.

:lol:

As for Dragon Age combat, it's more or less based on Baldur's Gate combat, just streamlined.

Regarding exploration, far cry from Baldur's Gate, the Mako was lol and since then it's been more corridor-esque than ever.

So, understandably, there's a lot of people waving their arms around going "what innovation?"

Modifié par mrcrusty, 11 août 2011 - 02:54 .


#461
SirLysander

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RyuGuitarFreak wrote...

Gatt9 wrote...

Wusword77 wrote...

Considering no one can define what an RPG is and what the stables of the Genre are, what makes you think that YOU "get" what a "RPG" is?


This is what RPG's are,  because cRPG's are attempts to emulate the system of playing a PnP RPG,  just like computer chess is emulating chess...

But the thing is, you can NEVER emulate PnP RPGs in CRPGs properly. Going through a pre-defined script completely limits roleplaying. CRPGs will NEVER be full RPGs experiences. And no, it isn't the same as customizing and go through moral or other kind of dialog options and choices.

That is the cold hard truth. Deal with it. :?

Also, the ruleset is a tool to help the roleplaying, not the core of the experience, that goes through the dungeonmaster storytelling and the players.

To add the Tabletop dimension to this (and NOT to start a Edition War.... lol):
The impetus to move from 2nd Edition AD&D rules and develop 3rd Edition D&D rules was partially prompted by the Diablo games; the 2nd Edition rules rely (heavily) on DM interpretation of how much 'game time' an action takes, and whether multiple actions can be performed at the same time.  3rd Edition is much more segmented, taking the Dm interpretation out of the equasion (incidentally, or 'as intended,' making it easier to code).  However, in doing so, player choice is diminished, howeverly slightly.

From the Console/Computer side, which is more of a "role playing" experience - the single-player campaign of Call of Duty, Bad Company, or Rainbow Six: Vegas 2?  Noone would mistake any of them for "true" RPGs, but in each you do 'play a role'....

#462
Ryllen Laerth Kriel

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The recent trend in RPGs is a fart in wind. Most game people have the attention span of jackrabbits so it will all keep changing. I hope the trends don't stop where they are now, I really can't find too much that is honestly great about most RPGs now. And to top it all off all the "new" trends are just a spin on the old stuff but with easier game and/or story mechanics which does limit the complexity which made the old games fun to some people.

#463
Lord Phoebus

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RyuGuitarFreak wrote...

Also, the ruleset is a tool to help the roleplaying, not the core of the experience, that goes through the dungeonmaster storytelling and the players.


It depends on the players  and the system though doesn't it?  I've roleplayed with a lot of groups;  Math/physics people, English/Drama people and the whole gamut inbetween.  I found that the role playing experience is shaped both by the group and the rules.  The same group of players playing in different systems will play differently.  E.g., the same players that focus on the story while playing Shadowrun, turn into loot hunting experience grinders while playing D&D because of the change in ruleset.  In Shadowrun 1 hit will generally kill or disable a character, so if you can't wipe out the opposition before they get a chance to start shooting back, you either run or try to find another way to avoid combat.  In D&D, characters can get hit 10 times with a claymore and keep going and you get experience for killing monsters, furthermore ThAC0 (AB) is level based while AC is gear based (but the two quantities have a 1 to 1 relation making gear as important as level), hence D&D promotes a combat heavy quest for loot type of gameplay.  My point is that the ruleset defines the physics of the world that the characters inhabit and that changes the way the players react to the world.

Generally players tend to fall between two extremes, the rules lawyer (who focuses on the mechanics and can tell you every core rule and variant there of by heart) and the actor (who wants to inhabit his character and the story and wants the mechanics to be as invisible as possible).  Most players are somewhere in the middle and, in my experience, rules lawyers enjoy a good story and actors enjoy good tactical rules heavy combat if the GM can make it engaging.

Sometimes playing with the rules lawyers is more fun than playing with the actors, because they have better understanding of what their characters can and can't do and come up with some really creative ways to use those abilities. In my experience the rules lawyers are more likely to come up with unorthodox solution to a problem than the actors. Then again sometimes they let the rules get in the way and game turns into a yelling match over semantics.

The rules can make a session fun too, as much fun as I've had weaving an intricate triple cross of opposing factions in a prohibition era gangland GURPS game,  the most fun I ever had in a PnP session was 12 hour lance vs. lance PvP session using Mechwarrior/Battletech double blind rules.  One side was Federated Commonwealth and the other was Draconis Combine, in terms of gameplay the rules were very much the core of the experience.  In particular the C3 computer and choice of DC players to max their characters' initiative proved the decisive edge, even after giving the opposing side a 50 ton advantage.

I suppose my point is that rules can have as great an impact on the role playing experience as the game master and the players.  When these rules are removed or changed the, "personality," of the system is altered.  It's almost like the game is lobotomized.

Modifié par Lord Phoebus, 11 août 2011 - 04:34 .


#464
Dominus

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Mr Crusty: Agreed. ME may be among my top in the gaming lists, but the combat isn't exactly an innovation, more like adapting it to an RPG schematic - GoW Meets Kotor.

It would be interesting to see additions like adding running speed and that sort of thing - certain specific stats could be added without making it feel unrealistic(Shepard got +1 luck!... wait, what?) Guess we'll find out in about 7 months.

#465
In Exile

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mrcrusty wrote...
Yes, but I'm really talking about the marketing and integration.

This isn't for any current games, but I'm saying, why not have WRPGs use mechanics (TB, complex ruleset) familiar to JRPG fans (and European fans), then market the game more towards them rather than trying to genre mix with say, FPS or TPS games? Basically, try and get the best of both genres by utilising mechanics found in JRPGs but under the design philosophy of WRPGs - ruleset explains the world, dialog is gameplay, etc etc.


The problem is the visuals & story. Will the west go for a lot of the japanese cultural conventions? Is the art-style going to be western or eastern? The age of the protagonist? The companions? The plotline? 

That way, you could expand the market without really having to justify why you took out x RPG mechanic or claim that RPGs are "evolving". Well, it would still be evolution, but at least one I would like to see. It's not like the money isn't there. The console audience in Japan is huge and the European markets can essentially sustain three PC Action RPG studios on their own (Larian, Piranha Bytes & CDPR). With Drakensang being relegated to an online game, there would be a large desire for "old school" or at least innovative or challenging RPGs in Europe, which Larian is already attempting to tap into.


The issues would still be which elements from which culture you put toghether, and how that sells in both countries. There are JRPGs that flop here and WRPGs that flop there. 

Japan's been immensely successful in doing the opposite (marketing their games to a western audience with enough elements familiar and attractive to them - Zelda, FF, Pokemon, etc), so why do game devs, publishers and many many gamers ignore the potential here?


I think it's because the Japanese market is insular, at least from what I see. 

A tremendous shame. Because I feel like JRPGs often are a lot more fun and innovative mechanically than WRPGs.


I agree. I'd love an open-world RPG with JRPG combat mechanics. 

Modifié par In Exile, 11 août 2011 - 04:50 .


#466
Lunatic LK47

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mrcrusty wrote...



Japan's been immensely successful in doing the opposite (marketing their games to a western audience with enough elements familiar and attractive to them - Zelda, FF, Pokemon, etc), so why do game devs, publishers and many many gamers ignore the potential here?

I mean, you feel like there's a certain level of snobbery involved just because it's Japan or JRPGs, or that the North American market is the only important one.

A tremendous shame. Because I feel like JRPGs often are a lot more fun and innovative mechanically than WRPGs.


One tiny little problem. JRPG gameplay formulas have been done to death for the past 30+ years up to the point where if you pick up one of them, you've seen them all. Another 80-hours wasted total just because of the grinding, God-forbid it's a sequel where you're playing the same character (i.e. Mega Man: Battle Network series got tedious up to the point I did not finish part 5. Mega Man Legends 2 had the stupid "LOLZ, We sold your old equipment to upgrade our ship"). Last time I checked, only Shenmue and the original .Hack games had mandatory data transfers to make the sequels remotely accessible and less of a chore.

Pokemon: I gave up after Gold/Silver at the age of 13 because of the stupid "You must play the game in your real life time zone to get that Pokemon you need." You'd need to have a pretty lenient parent that would let you play your Game Boy 24/7. As it was, I only got restricted to summer sessions, and that is *NOT* ideal since my normal gaming days during school Seasons were during the weekends. Last but not least, not everyone in my local neighborhood is a huge Pokemon fan, and those that are fans are only 8 years old

Modifié par Lunatic LK47, 11 août 2011 - 11:41 .


#467
Lunatic LK47

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In Exile wrote...

At first, the unemployed turn to video-games as a way to keep entertained while looking for jobs (in keeping with the old economy). Until they realized that this was just a facet of the old economy, and even with new jobs (for those who would get them) there wouldn't be as much free spending. 

So there you go: you have a very clear argument, none of which relies on your argument against the industry. 


Just to add something in. I only bought 3-5 current games MAX on a yearly basis, just because most of the library are either "4 hour campaign games" or "LOLZ, U NEEDZ MULTIPLAYER LOLOLOLOL!" category.

2007: Mass Effect, Call of Duty 4, and Halo 3.

2008: MGS4, Brothers in Arms: Hell's Highway, Tom Clancy's EndWar, and GTA IV

2009: Temporarily bought Fallout 3, but sold it four months later. Permanently own Halo: ODST, Modern Warfare 2, Halo Wars  and Arkham Asylum

2010: Splinter Cell: Conviction, Mass Effect 2, Red Dead Redemption, Halo Reach,and regretted Alpha Protocol

As it was, games that I was consistently on the fence on but didn't buy on day one, I waited for the $20 price tag or bought them used.

#468
SalsaDMA

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DominusVita wrote...

While perusing wikipedia about Chrono Cross, I found this very potent quote from the Producer of the game, Hiromichi Tanaka.

"Cross is undoubtedly the highest quality Chrono that we can create right now. (I won't say the 'best' Chrono, but) If you can't accept that, then I'm sorry to say this but I guess your Chrono and my Chrono have taken totally different paths. But I would like to say, thank you for falling in love with Trigger so much." Tanaka added, "Of course, the fans of the original are very important, but what innovation can come about when you're bound to the past? I believe that gameplay should
evolve with the hardware."

As I do enjoy playing Devil's advocate every now and then, let's slightly tweak that quote to something more specific to the thread:

"[Current RPG] is undoubtedly the highest quality RPG that we can create right now. (I won't say the 'best' RPG, but) If you can't accept that, then I'm sorry to say this but I guess your vision and our vision of an RPG have taken totally different paths. But I would like to say, thank you for falling in love with our earlier games so much. Of course, the fans of the original are very important, but what innovation can come about when you're bound to the past? I believe that gameplay should evolve with the hardware."

Take from that what you will.


I disagree.

Utilizing hardware to create better rpgs would incorporate using the memory/storage capabilities and fast realtime calculations to create on the fly plot reactions based on actions done by the player. Much like a gamemaster in a PnP rpg would make on the fly adjustments based on what the player(s) did in the story.

Instead we get fancier ways to kill pixels while still in a tight script with little deviation. That's not evolution of the genre, but abandoning it for the sake of something else.

Alpha Protocol wsa heading the right direction when it took some of the baggage from ME and tried utilizing it like this, albeit it was let down by poor production and maintanance.

Modifié par SalsaDMA, 11 août 2011 - 12:41 .


#469
RyuGuitarFreak

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Lord Phoebus wrote...

RyuGuitarFreak wrote...

Also, the ruleset is a tool to help the roleplaying, not the core of the experience, that goes through the dungeonmaster storytelling and the players.


It depends on the players  and the system though doesn't it?...

Yeah, yeah, I agree with your point. But more than the system, it's the GM story/storytelling and the players behavior/actions that will be the course of the game and will dictate the flow of the story. In my experience, from seeing both types of players too, everyone enjoys being in their characters and having a big role in the plot development. Oh and the rules make it a lot of fun too, I was heavily immersed in the setting and combat for several, several times. I loved when D20 came, it solved some problems with powergaming players for me and my friends, oh those were the good times.

I don't remove the credits for the ruleset, the math part of the RPGs are there for a reason, but I give way more credit to storytelling in RPGs, well that was basically what made me like it, why I play it and I think they became popular because of it.

#470
SirLysander

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SalsaDMA wrote...

DominusVita wrote...
"[Current RPG] is undoubtedly the highest quality RPG that we can create right now. (I won't say the 'best' RPG, but) If you can't accept that, then I'm sorry to say this but I guess your vision and our vision of an RPG have taken totally different paths. But I would like to say, thank you for falling in love with our earlier games so much. Of course, the fans of the original are very important, but what innovation can come about when you're bound to the past? I believe that gameplay should evolve with the hardware."

Take from that what you will.


I disagree.

Utilizing hardware to create better rpgs would incorporate using the memory/storage capabilities and fast realtime calculations to create on the fly plot reactions based on actions done by the player. Much like a gamemaster in a PnP rpg would make on the fly adjustments based on what the player(s) did in the story.

Instead we get fancier ways to kill pixels while still in a tight script with little deviation. That's not evolution of the genre, but abandoning it for the sake of something else.

Alpha Protocol wsa heading the right direction when it took some of the baggage from ME and tried utilizing it like this, albeit it was let down by poor production and maintanance.

While in general, I agree with you, SalsaDMA, I think your comment about on-the-fly adjustments by computers are a tad optimistic.  I know I simplify how programming works (series of "if-then-elseif" and "select case" decision systems) when discussing digitized decision-making, but that doesn't set aside that the programmer limits the available decisions by what he can imagine.  Any Tabletop Dungeon/Game Master can tell you that the players sitting on the other side of the screen can and will come up with more off-the-wall choices than any amount of preplanning will prepare you for; for a programmer, since they can much more effectively railroad players they don't need to program for the more "out there" player choice (or, even some "moderately-less-distant" player choices).  Fast hardware and increased processing/rendering speeds gets you through the decision trees faster, but if the player-desired option isn't programmed into the tree in the first place, updated hardware doesn't increase player options.

#471
SirLysander

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RyuGuitarFreak wrote...

Lord Phoebus wrote...

RyuGuitarFreak wrote...

Also, the ruleset is a tool to help the roleplaying, not the core of the experience, that goes through the dungeonmaster storytelling and the players.


It depends on the players  and the system though doesn't it?...

Yeah, yeah, I agree with your point. But more than the system, it's the GM story/storytelling and the players behavior/actions that will be the course of the game and will dictate the flow of the story. In my experience, from seeing both types of players too, everyone enjoys being in their characters and having a big role in the plot development. Oh and the rules make it a lot of fun too, I was heavily immersed in the setting and combat for several, several times. I loved when D20 came, it solved some problems with powergaming players for me and my friends, oh those were the good times.

I don't remove the credits for the ruleset, the math part of the RPGs are there for a reason, but I give way more credit to storytelling in RPGs, well that was basically what made me like it, why I play it and I think they became popular because of it.

(Gah, Edition fights, lol)
My experience was the 2nd-to-3rd shift changed where powergaming/min-maxing occurred, what with the interaction of feats, prestige classes, and more-or-less free multiclassing compared with 2nd Ed chargen.  Not that powergaming didn't exist in 2nd Ed, but you didn't see many (or, any, really) Rogue1/Fighter2/Paladin5's in 2nd Ed. ;)

Modifié par SirLysander, 11 août 2011 - 01:15 .


#472
SalsaDMA

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SirLysander wrote...

SalsaDMA wrote...

DominusVita wrote...
"[Current RPG] is undoubtedly the highest quality RPG that we can create right now. (I won't say the 'best' RPG, but) If you can't accept that, then I'm sorry to say this but I guess your vision and our vision of an RPG have taken totally different paths. But I would like to say, thank you for falling in love with our earlier games so much. Of course, the fans of the original are very important, but what innovation can come about when you're bound to the past? I believe that gameplay should evolve with the hardware."

Take from that what you will.


I disagree.

Utilizing hardware to create better rpgs would incorporate using the memory/storage capabilities and fast realtime calculations to create on the fly plot reactions based on actions done by the player. Much like a gamemaster in a PnP rpg would make on the fly adjustments based on what the player(s) did in the story.

Instead we get fancier ways to kill pixels while still in a tight script with little deviation. That's not evolution of the genre, but abandoning it for the sake of something else.

Alpha Protocol wsa heading the right direction when it took some of the baggage from ME and tried utilizing it like this, albeit it was let down by poor production and maintanance.

While in general, I agree with you, SalsaDMA, I think your comment about on-the-fly adjustments by computers are a tad optimistic.  I know I simplify how programming works (series of "if-then-elseif" and "select case" decision systems) when discussing digitized decision-making, but that doesn't set aside that the programmer limits the available decisions by what he can imagine.  Any Tabletop Dungeon/Game Master can tell you that the players sitting on the other side of the screen can and will come up with more off-the-wall choices than any amount of preplanning will prepare you for; for a programmer, since they can much more effectively railroad players they don't need to program for the more "out there" player choice (or, even some "moderately-less-distant" player choices).  Fast hardware and increased processing/rendering speeds gets you through the decision trees faster, but if the player-desired option isn't programmed into the tree in the first place, updated hardware doesn't increase player options.


Both yes and no, really.

Some of the stuff it won't affect, like the programmers limit of scope in what he can bother with making of different options. After all, they have to code the stuff into the game too, and there's only so much that can be done befor the thing has to be shipped B)

But some it can affect, like the ability to juggle multiple 'reputations' with NPCs and setting up broad formulas for how different actions will affect reputations based on proximity, chance of awareness of the action, implication of the action, relation to the action, Time dilation, situational modifiers and so on.

To give an example: 3 npcs from "The order of knightly justice" (made up name that hopefully describes somewhat their stance). NPC 'A' is in another region, NPC 'B' is in the vicinity but not immediatly at the event and NPC 'C' is part of the event.
Event unfolds and the player kills NPC 'D' that is also a member of "The order of knightly Justice". The killing was warranted because 'D' was "evil", but only know to those witnessing the event.
Reputation changes from the event:
A: No change, untill after a certain time have passed, and then the change will depend on further events detailing who or what happened reaches NPC A. If the player communicates with A before this time dilation, the event wouldn't have affected the reputaiton yet.
B: Discovers the player kills a member of his order, gets immediate negative reputation and will suffer negative reputation towards NPC C untill an event concluding between the 2 or the player have happened.
C: Positive reputation with the player.

This is a fairly simple example, yet it's already clear that handling just these few members can quickly become quite cumbersome to deal with if you escelate the numbers of participants that are affected by each event. Say the knightly order has a hundred members, each affected by the formula of distance, time dialtion, etc etc etc. Add in several of these events, and things start getting hairy, even if we are still using formulas to maintain the variables, instead of hardcoding them at each event.

Basicly, they more you want to make a believable immersion, the more computational and storage power you need. Todays games skip things like this by making generic reputations with broad factions, rather than assigning individual reputations to each NPC, or make the amount of npcs where reputation have an effect minimal and hardcode actions irregardles of implied beliefs of NPCs. Making a believable world, is making a simulation of a world. And those require raw power the better you want to simulate stuff. Just like it's more belivable if a wall crumbles or gets a big hole in it when shocked by the blast of cannon, than if it just stood there without a scratch afterwards.

I know one of the guys posting in here often liked to cite that as a full paragon Shepard he pushed a helpless mercenary out of a window and killed him in cold blood, yet nobody made any comments about it. This is a point where a less generic/broad reputatino system could have stepped in and made NPCs react more appropriately to what was happening based on previous variables that had happened.

#473
SirLysander

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SalsaDMA wrote...

Both yes and no, really.

Some of the stuff it won't affect, like the programmers limit of scope in what he can bother with making of different options. After all, they have to code the stuff into the game too, and there's only so much that can be done befor the thing has to be shipped B)

Absolutely.  The limit on development time coupled with the inability to positively say "yes, we thought of everything to add to the game," is where I find that C/CRPGs fall short of reaching Tabletop levels.  No matter how much time and effort you put on it, there's always some really cool - but extremely oddball - choice that wasn't thought of ahead of time.

But some it can affect, like the ability to juggle multiple 'reputations' with NPCs and setting up broad formulas for how different actions will affect reputations based on proximity, chance of awareness of the action, implication of the action, relation to the action, Time dilation, situational modifiers and so on.

To give an example: 3 npcs from "The order of knightly justice" (made up name that hopefully describes somewhat their stance). NPC 'A' is in another region, NPC 'B' is in the vicinity but not immediatly at the event and NPC 'C' is part of the event.
Event unfolds and the player kills NPC 'D' that is also a member of "The order of knightly Justice". The killing was warranted because 'D' was "evil", but only know to those witnessing the event.


Snipped, because everything you said, I agree with.  I'm looking at a 'more macro' level - the interaction with the NPC.  The programmers, in the interest of time and efficiency, will usually only code for two, or maybe a handful at best, possibilities - kill the NPC in open combat, or don't kill the NPC.  The first fight in Denerem Market (Dragon Age: Origin) is like this - either fight the duel, fight but not as a duel, or tell the guy off and fight him as a "random" encounter. Following him back to where he's living and poisoning him isn't an option, or any other "creative" way of solving the encounter.  A live DM would be able to rule that on othe fly.

And on that note, I have to head out to do that live DMing Image IPB.

#474
Gatt9

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In Exile wrote...

Gatt9 wrote...
But on the topic of the recession,  it's a non-factor.  At the peak of the recession,  gaming was selling better than ever before,  now it's slumped.  There's no rationale reason for it to peak at the height of a recession,  and then decline during the return to growth.  Gamespot has the article up.

http://www.gamespot....e-industry-down


There's a very simple rationale:

At first, the unemployed turn to video-games as a way to keep entertained while looking for jobs (in keeping with the old economy). Until they realized that this was just a facet of the old economy, and even with new jobs (for those who would get them) there wouldn't be as much free spending. 

So there you go: you have a very clear argument, none of which relies on your argument against the industry. 


That's kind of a reach Exile,  you've basically got people spending money in excess when they have no income and hoarding money when they do.  While not impossible,  I don't find it to be likely.

DominusVita wrote...

While perusing wikipedia about Chrono Cross, I found this very potent quote from the Producer of the game, Hiromichi Tanaka.

"Cross is undoubtedly the highest quality Chrono that we can create right now. (I won't say the 'best' Chrono, but) If you can't accept that, then I'm sorry to say this but I guess your Chrono and my Chrono have taken totally different paths. But I would like to say, thank you for falling in love with Trigger so much." Tanaka added, "Of course, the fans of the original are very important, but what innovation can come about when you're bound to the past? I believe that gameplay should
evolve with the hardware."

As I do enjoy playing Devil's advocate every now and then, let's slightly tweak that quote to something more specific to the thread:

"[Current RPG] is undoubtedly the highest quality RPG that we can create right now. (I won't say the 'best' RPG, but) If you can't accept that, then I'm sorry to say this but I guess your vision and our vision of an RPG have taken totally different paths. But I would like to say, thank you for falling in love with our earlier games so much. Of course, the fans of the original are very important, but what innovation can come about when you're bound to the past? I believe that gameplay should evolve with the hardware."

Take from that what you will.


I disagree.

Utilizing hardware to create better rpgs would incorporate using the memory/storage capabilities and fast realtime calculations to create on the fly plot reactions based on actions done by the player. Much like a gamemaster in a PnP rpg would make on the fly adjustments based on what the player(s) did in the story.

Instead we get fancier ways to kill pixels while still in a tight script with little deviation. That's not evolution of the genre, but abandoning it for the sake of something else.

Alpha Protocol wsa heading the right direction when it took some of the baggage from ME and tried utilizing it like this, albeit it was let down by poor production and maintanance


I agree.

The problem isn't that we've hit the computational limits of what we can do, we're *nowhere* near it.  Quad-cores are pretty common at this point,  and we're not using them,  nor are we using the 1300+mhz memory.  We're limited by the compartively ancient hardware found on the X-box,  and the horrible engineering of the Cell,  we actually have the ability to do a great deal more than what we do today.  We just don't,  because we continue to use platforms that are closer to Cell Phones than PC's as our baseline (Yes,  their specs are closer to the Droid line than they are PC's).

I know one of the guys posting in here often liked to cite that as a full paragon Shepard he pushed a helpless mercenary out of a window and killed him in cold blood, yet nobody made any comments about it. This is a point where a less generic/broad reputatino system could have stepped in and made NPCs react more appropriately to what was happening based on previous variables that had happened.


That would be me.

It's actually even easier than that.  On Renegade action,  check if Tali,  Jacob,  or Samara are in party and if so,  play cutscene of their protest.  Then add dialogue path to their current dialogue position.  It's one extra if statement,  one command to render a cutscene,  and one addition of a path in the linked list of dialogue.  Probably would take milliseconds to execute,  and outside of art,  maybe half a day to implement.

I strongly suspect the reason it wasn't done was because Bioware's "New Direction" is to have consequencless actions so that the people who hate RPGs aren't bothered.  They did it when you tell the krogan on the homeworld to "quit acting like a quarian with a tummyache",  if Tali's in the party she comments.  So the only reason not to do it here is because you're intentionally trying to avoid placing players in a Role they've defined.

#475
RyuGuitarFreak

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SirLysander wrote...

RyuGuitarFreak wrote...

Lord Phoebus wrote...

RyuGuitarFreak wrote...

Also, the ruleset is a tool to help the roleplaying, not the core of the experience, that goes through the dungeonmaster storytelling and the players.


It depends on the players  and the system though doesn't it?...

Yeah, yeah, I agree with your point. But more than the system, it's the GM story/storytelling and the players behavior/actions that will be the course of the game and will dictate the flow of the story. In my experience, from seeing both types of players too, everyone enjoys being in their characters and having a big role in the plot development. Oh and the rules make it a lot of fun too, I was heavily immersed in the setting and combat for several, several times. I loved when D20 came, it solved some problems with powergaming players for me and my friends, oh those were the good times.

I don't remove the credits for the ruleset, the math part of the RPGs are there for a reason, but I give way more credit to storytelling in RPGs, well that was basically what made me like it, why I play it and I think they became popular because of it.

(Gah, Edition fights, lol)
My experience was the 2nd-to-3rd shift changed where powergaming/min-maxing occurred, what with the interaction of feats, prestige classes, and more-or-less free multiclassing compared with 2nd Ed chargen.  Not that powergaming didn't exist in 2nd Ed, but you didn't see many (or, any, really) Rogue1/Fighter2/Paladin5's in 2nd Ed. ;)

Yeah, that's why me and my friends only played vanilla 3.0 and later 3.5 with hard restrictions to multiclass. :P