Filament wrote...
How people feel about it is not irrelevant to the definition though. You may feel they're wrong in defining an RPG as a game because you think RPGs don't have winning conditions, but I'm pretty sure the majority of people playing the game do see a "winning condition"-- when you beat the game and the credits roll. Even if you're right that this isn't something inherent to an RPG, you can see that people are imbuing it with the qualities of a game anyway, thus making it a game for them.
We can make a game out of anything we want.
Whether an RPG has winning conditions or not is irrelevant, unless you're proposing an argument that any game without explicit winning conditions cannot be a game (which would raises some interesting questions about what you would call games from the Elder Scrolls series, Fallout series, Elite series, Test Drive Unlimited series and pretty much everything Paradox has ever made...)
The lack of explicit winning conditions tends to reflect how much freedom the player has to determine their own course of action, which is much more common in open world games (which, incidentally, are also more likely to include progression mechanics similar to RPGs or, frankly, *are* RPGs).
That freedom of influence to mould your character (or equivalent) and shape the world around you are long-term staples of the WRPG genre. They understandably suit roleplaying games because anyone intending to roleplay it is given the significant freedom with which to do so, even if there is a main story lurking in there as well. This is one of the reasons the games are intentionally designed in this way.
That's not to say that someone with no interest in roleplaying can't enjoy the game, play the character as themselves and focus on the main quest only to beat the game and get to the credits. Full play to you. In many cases, the designers catered for this option and made sure it would be possible because they know you exist, they know that's how you'll play the game and they really don't mind.
But the game isn't made for that - it was designed with people who value and can use the additional space and freedom. That's why Skyrim has oodles of land which you never have to set foot in to 'beat' the game. Its why the Fallout games have quirky traits which, actually, don't necessarily confer as strong an advantage as others. Its why Mount and Blade doesn't even have victory conditions.
All of the above would be pointless wastes of time and money in coding if the game was designed for players who are primarily interested in the end, rather than the journey.
There are also RPGs that don't confer the same levels of freedom and have explicit winning criteria, like the Dragon Age series. They also have a lot of minor sub-quests, skippable dialogue and scattered codex entries - again, it doesn't block the 'rush to the end' player from doing what he wants, but also provides the additional space and depth of content for others, accepting that not everyone will see all of it....and that this really doesn't matter.
Modifié par Wozearly, 20 août 2012 - 07:05 .





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