Gatt9 wrote...
Acdtually, what you've pretty consistently demonstrated is a major break in logic. It's really this simple...
Assert - A game with a story and decisions is an RPG
-Halo had a story
-Wing Commander 3 had decisions
-Halo is an FPS
-Wing Commander 3 is a Space-Sim
-Contradiction
Your arguements fail quickly, because logically they don't work once you leave the Mass-Effect universe. My arguements OTOH, pass the test. My definition is simple, can it be translated to PnP. If it cannot, it's not an RPG. Any example you come up with is going to be a LARPS, not an RPG.
Lolno.
Your assertion is the one that you like to see, just like you only see what you want to see in RPGs.
What I call an RPG in my opinion is a game that allows you a great deal of control over the: a) creation of your own character and his or her personality,

The development of this personality as well as the plot by allowing choices, c) Allowing the player to develop how that character thinks or fights, etc.
Let's see what YOU think of RPGs.
"Defines a character whose success/failures occur independent of the Player."
-The Sims have statistical progresson, inventory and success/failures occur independent of the Player.
-Syberia has an inventory. All items are useful.
-Call of Duty has loot.
-In backgammon, success/failures occur independent of the Player.
So clearly, you must be wrong somewhere there with your definition.
The Sims 3 allows character creation and character traits.
The Sims 3 provides more interesting plots than many RPGs.
The Sims 3 provides several NPCs.
The Sims 3 allows you to pick up objects placed in crates and trash cans and keep them to your inventory.
The Sims 3 allows statistical progression.
The Sims 3 calculates if you win or lose fights and other activities based on your stats.
Objects in TS3 have their own statistics.
This is what it doesn't provide:
-A branching storyline.
-Specific selection of what to say or do, your interactions are already pre-determined essentially. You are only allowed to do things, but are not allowed to select
how to do them, it's stats and stats alone that determine the outcome of your actions.
You also claim that RPGs were born in the late 70s, in american soil at that. That's ignorant and narrow-minded,
Hell, even Wikipedia which is known for those characteristics acknowledges:
"The assumption of roles was a central theme in some early 20th century activities such as the game
Jury Box, mock trials, model legislatures, and "Theatre Games". In the 1960s,
historical reenactment groups such as
The Sealed Knot and the
Society for Creative Anachronism began to perform "creative history" reenactments introducing fantasy elements."
Roleplaying was born only a few years ago, right.
LARPS - Does not define a character, places the Player and his qualtiies in the "Body of an avatar".
RPG - Defines a character whose success/failures occur independent of the Player.
You'll *never* find an RPG with a character that can't be translated to PnP.
Umm, Japan begs to differ.
Canada, partially does as well.
I disagree with some of their opinions as well. That means that my opinion isn't necessarily right. Trying to define a man-made thing that evolves as decades pass is retarded. Maybe you should accept that.
You see, there may be some communication issues when you attempt to define a weapon as:
"A f*cking sword, because that's what we had in the old days, back in my tribe."
and not as
"An object created to cause potential bodily harm when used"
Unless "tru arr pee gees" have your eye-to-hand co-ordination saved as a stat as well. Or, give you a perk if you have read the game guide before playing the game. Pretty sure that these are interactions that very relevant to your succes/failure as well. Oh well.
Maybe if they were "tru" they wouldn't have you start as an a completely incompetent character.
Also, since you can kill everything in the game at level 1, the leveling system and weapons customization are irrelevant. If you don't need them, then the systems are superficial and unnecessary to the game you designed, and perform no real function. I doubt highly they'll have reimplemented combat to make leveling actually necessary.
Oh, really, now? Another fact of yours? What, was that an article on gamasutra this time or what?
That's new to me, because, honestly, I did that experiment in ME1. Doesn't quite work in ME2, especially on higher difficulties, considering that for ME2 "casual" is what "normal" is in ME1.
Oh, they don't matter if they don't have a dramatic influence of the game?
That's funny.
I have seen no "RPG" that causes a dramatic change whenever I add a single point.