billy the squid wrote...
Sidney wrote...
billy the squid wrote...
As such why do such choices only extend to the above and not to others, which you have stated to be fluff? For if I play the role then what decision I take to equip myself with is the logical conclusion of decision making. In as much that those games which contain elements you have described as well as customization of equipment are not considered RPGs, then an RPG is not determined by the playing of a role predefined or not, if those games have this sole requirement which you asserted, but are still not considered RPGs such as Deus Ex HR.
Does it matter if you have a sword or mace? Does it change the game? There are a lot of weapons not even modeled in these games - where is my $%^& Halberd? Heck, to do a really good "dark ages fantasy" they could set up an age where you basically had spears, throwing axes and swords and you lose your "choice" becuase the world doesn't have other options.
In the end CoD lets you choose your weapons and that doesn't make it an RPG anymore than a few choices and character development makes Bioshock an RPG -although I think it is easy to tell which one (or DX) are closer to being RPG's.
Put another way you have:
1. Assasins Creed with full character customization, weapon selection but no character development or choice in the world.
2. DAO with no magic items and thus no reaosn to loot or change armor but everything else intact.
Which one is an RPG? Put on those tap shoes because you know #1 aint (because #1 is actually basically what AC is with the outfits and such) despite all those "RPG" elements you love while #2 clearly is an RPg depsite the loss of those same elements. It clairifies what is and isn't essential.
So is DA2 considered an RPG when the choices are rather superficial and generally irrelevant? Paticularly if choice is what is considered essential. When games like Deus EX HR are not, despite the character customisation and choices albeit more limited than something like TW2.
Nor have you addressed the point, that customisation being a logical conclusion to the premise of choice and character customisation, rather rendering things down to what is essential to allow it to function, which ignores the issue of it simply limiting characterisation along arbitrary lines.
I await your tap dancing as you avoided the question.
Ok, explain Borderlands and Dead Island then.
Both of the are RPGs due to skill progression, quest grinding, exploration and having a weak (see, WEAK) but some sort of tied story arc. Ironically enough, it is the weapons and upgrades that you need to collect to survive, making them both one of the few examples what you are talking about.
Deus Ex is most definitly an RPG as well, because of the same mechanics; choosing how to deal with combat, choosing conversations with characters, skill progression, fighting tactics, etc. All of this is part and parcel with what an Role-Playing Game is. They are basically variants on what a console RPG is, just like Dragon Age II, just like other games like Final Fantasy and Dragon Quest.
Lack of choice and customization means little for most console RPGs though because the focus is more on the storyline and progression through it, side quests and characterization. You know what you people call JRPGS (a really stupid term that needs to stop being used),basically this is what Dragon Age II is. Just like what Deus Ex , Dead Island, Borderlands and Mass Effect are, they are an RPG with a story followed in a linear progression by design. Your characters level up, you gain new skills and items, you learn new moves to progress through the said story, and you enjoy the experience. The only difference betweem them all is not just setting and mechanics, but also dynamics that make them different via design, such as drop-in/out multiplayer or cover-based shooting as the combat mechanics.
Now to the main point. Customization is a part of the experience because you can customize things to move forward, yes. It does give a degree of freedom and progress sometimes. But is it essential? The Wizardry games, and for that matter any Dungeon Crawler, followed the item customization tactic of equipping specific armor and weapons for your party depending on their strengths and classes and what not. If you have an elven rogue, you cant use a battle axe. Does that make it a bad RPG, losing that customization?
Or how about Chrono Trigger, one of the greast Console RPGS of all time. Only Crono can carry katanas and use very few magical spells, whereas Frog had the best sword in the game and weilded powerful magic to boot. Where is the customization there, other than moving a few equipment options around? It is not even necessary to do so at times; once you get the Masamune, no need to equip frog in anything else, hes done other than the godly armor you put on every character anyway.
And if you want to be blunt about it, there was little choices in what you did in these console RPGS anyway, other than how you go about it. Dragon Age II shines here; you can be a dick to people, but people will be dicks back. A give and take thanks to friendship/rivalry points and honestly,a better way of dealing with relationship dynamics than any "light/dark" side meter. That tailors the characters to react to what you do, which we saw a bit in the dialogue progression in both Deus Ex, and Alpha Protocol. This is something sorely lacking in other games, especially if you want to play a role through how you act; in fact, this is more akin to computer RPGS than anything else.
So, yeah. They are all RPGs, but they are all different RPGs for different reasons. Trying to pidgeon-hole one aspect that makes them one is foolish, because a lot of games from the past have the same limitations, yet we have no qualms in calling them an RPG. It turns it into a straw mans argument then.
Modifié par LinksOcarina, 29 décembre 2011 - 03:41 .