Pasquale1234 wrote...
Morroian wrote...
Pasquale1234 wrote...
I understand that some players prefer to watch and listen to Hawke act out the storyline. From my perspective, it is a different genre altogether - not really a role-playing game, but a game with role-playing elements.
Third person role playing, its still role playing because you're identifying with the character.
I can identify with characters in a television program, movie, novel, etc., and empathize deeply with them. I do not, however, experience that as role-playing.
YMMV.
I have an absolutely different mindset, and experience, when playing a cRPG versus and action or adventure game. I enjoy both, but I expect something different and enjoy it a different way.
Same thing with a table top RPG as compared to a table top board game. I go in with different expectations, and have a different experience, but enjoy both.
I think a great example would be comparing 4E D&D (stop groaning, you 4E haters) and the WotC board games like Castle Ravenloft, Wrath of Ashardalon or Legend of Drizzt.
Both use pretty much the exact same rules for combat, both roll D20's, both have experience points, levels, monsters, exploring, tiles...
but MOST call the former role-playing and the later board gaming.
In the former most players come to the game with, or spend the beginning of the first game making, a character. While some play pre-made characters, or (rarely but it happens) the DM provides characters, for the most part this is the beginning - creating your own character. Then, in all but the briefest of one-shots or shortest of "let's just kill some monsters" quick encounters, you create backstory, the DM weaves you and the other characters into the game, you are presented with character building (not just levels, but personality) choices and situations... and you go through the game (far more often than not) making choices your character would make and reacting to situations as your character would as opposed to trying to "win."
In the latter, the game is always the same with only the scenarios changing. The same characters are played every game (maybe not the EXACT same characters, but characters pulled from the same small pool) and you go through the same recycled dungeons over and over, killing monsters, getting loot, leveling up. When you choose your characters you have a small range of options for adjusting the character for your playstyle (for the Wizard, do you take Magic Missile or Ray of Frost?) but it's gonna, more or less, be the same Wizard. You can "role-play" inside the board game, i.e. act "in-character" and have "in-character" motivations for your choices, but that's not the norm and is mostly frowned upon - you play the board game to win, not to experience the character.
The motivations, methods of play, and overall experience, of the RPG vs. the board game, are traditionally (per the genre), usually (anecdotal evidence, but I rarely hear tales of the reverse happening), and the creators of saiid games have structurally built them under the assumption that they are, different. Even with many of the rules and mechanics being identical.
BioWare's games ("RPGs") mostly fall in the latter category, like the board game, especially Mass Effect and Dragon Age 2, but also to a great extent KotOR and Jade Empire. Baldur's Gate and especially Dragon Age: Origins, however, are much more the former. You can, of course, play all of them either way, but BG and DA:O structurally feel about YOUR CHARACTER. Mass Effect and Dragon Age 2, however, structurally feel about THE DESIGNER'S character.
Older cRPGs, 3 times out of 5, were create your character or whole party and move through the world without being some "chosen one" predestined by game designers to have some earth-shaking role. A lot of the time the story was largely going to play out exactly the same everytime, but your freedom for your character design and your character motivations were always your own.
The difference is what you come to the game expecting to do, how you make decisions as you play, and what the game is structurally built to allow.
The more you are playing to "win", the less you are role-playing in this sense. Your character can be trying to "win", but the more you are role-playing, the more you, the player, have your goal set to be "act as your character would" and not "how can I, the player, best manuever this situation to get the best end result."
This isn't defining what a "role-playing game" is - it's defining the difference between a table top RPG and a table top board game, and using THOSE CLEAR DIFFERENCES as examples of what at least I (but I'd argue many role-players) mean when we say "role-play a character." It's not just playing as the different characters for their different abilities in Borderlands or Team Fortress... it's playing the game differently because of the personality of the character you made/chose.
You could role-play a pre-made character - I did so very well with Mike Thorton, and have played many table top RPGs with franchise established or pre-made characters. It's not about how much control you have in creating the character (though for many this is important) but in how your character's choices are made.
But, in the end, it's about HOW and WHY you make choices for your character, and how well the game lets you do so or works against you doing so.
/end rant
Modifié par MerinTB, 02 mars 2012 - 03:30 .