abaris wrote...
EntropicAngel wrote...
roleplaying isn't about story choice.
If it isn't about story choice, it has to be about character choice. Both can be destroyed by badly made cutscenes offering a canon you didn't play, but which you have to witness as a helpless bystander.
And I daresay, if there aren't choices involved the whole purpose of an RPG is lost. Then it's a simple adventure game.
Not exactly.
In gaming parlance, adventure titles is going through a story with a basic progression, usually highlighted by either moving the plot forward, surviving a level or two, or given a weapon that can be used in future levels to solve puzzles in the way of the protagonist.
Legend of Zelda is a perfect example, as the progression is mostly linear because of the item aquisition, versus the exploration aspect which is a bonus.
The purpose of an RPG depends on your definition of an RPG, wheras an Adventure Game's purpose is pretty clear. For RPGs because we have so many different sub-genre's that people adhere to (sometimes foolishly) its impossible to pigeon-hole what its purpose is. The level progression in Dragon Age II, the character building for combat optimization, the story, exploration of the world, choices and consequences, dungeon crawling, loot gathering, all of these are just a singular aspect of a Role Playing Game.
So for you, if there is no story or choice that can be manipulated, its no an RPG it seems. Cinematics don't fully destroy that though because in the end the plot of the game is fixed, you are just changing the texture of the story through pre-determined choices. It can make it jarring, however, and that is a problem that BioWare has to work on it seems.
Modifié par LinksOcarina, 14 décembre 2012 - 08:54 .