J. Reezy wrote...
To play a role goes beyond who you are as a person imo. I figured it naturally encompasses what you can and can't do.
By that definition, anything is an RPG. Anything.
Guest_EntropicAngel_*
J. Reezy wrote...
To play a role goes beyond who you are as a person imo. I figured it naturally encompasses what you can and can't do.
EntropicAngel wrote...
Thanks, Urgon.J. Reezy wrote...
To play a role goes beyond who you are as a person imo. I figured it naturally encompasses what you can and can't do.
By that definition, anything is an RPG. Anything.
Urgon wrote...
It's more that the term RPG means diffirent things to diffirent persons.
EntropicAngels definition is not the same with someone who comes for a P&P backround and grew up with dungeon crawlers on PC, or with someone who plays only JRPGs, or someone who his first game was Fallout 1.
Guest_EntropicAngel_*
TheJediSaint wrote...
To be fair, RPGs have always been difficult to define.
Urgon wrote...
It's more that the term RPG means diffirent things to diffirent persons.
EntropicAngels
definition is not the same with someone who comes for a P&P
backround and grew up with dungeon crawlers on PC, or with someone who
plays only JRPGs, or someone who his first game was Fallout 1.
EntropicAngel wrote...
Urgon wrote...
It's more that the term RPG means diffirent things to diffirent persons.
EntropicAngels
definition is not the same with someone who comes for a P&P
backround and grew up with dungeon crawlers on PC, or with someone who
plays only JRPGs, or someone who his first game was Fallout 1.
I
should point out that I have made a concession (not a new one). I
personally don't view quote unquote "RPG combat" as having anything to
do with role-playing, with character defining, but I'm willing to
concede it as a type of RPG--I call them Combat RPGs. True RPGs I call
Character RPGs.
Modifié par Urgon, 30 mars 2013 - 05:45 .
Guest_EntropicAngel_*
Urgon wrote...
I have done similar discussions in other forums. People categorize RPGs as combat RPGs, character RPGs, action RPGs etc.. Codex for example considers "True RPGs", the games where the focus is on Choices&Consequenses. That has overlap with character RPGs, but not 100%.
I dispute that any game that lacks character control can offer choices. After all, how can you make choices on behalf of a character if you do not know all the details of that character's personality? By what mechanism are those choices made?Urgon wrote...
I have done similar discussions in other forums. People categorize RPGs as combat RPGs, character RPGs, action RPGs etc.. Codex for example considers "True RPGs", the games where the focus is on Choices&Consequenses. That has overlap with character RPGs, but not 100%.
Not sure i understand. Can you give some examples of what you mean?Sylvius the Mad wrote...
I dispute that any game that lacks character control can offer choices. After all, how can you make choices on behalf of a character if you do not know all the details of that character's personality? By what mechanism are those choices made?Urgon wrote...
I have done similar discussions in other forums. People categorize RPGs as combat RPGs, character RPGs, action RPGs etc.. Codex for example considers "True RPGs", the games where the focus is on Choices&Consequenses. That has overlap with character RPGs, but not 100%.
As such, I would describe the choice&consequence RPGs as a subset of the character RPGs. You can't have choice without character.
Guest_EntropicAngel_*
I understood that and i agree completelly IF he means what i think he means. . I was asking for examples from games that did that good in his opinion, and more importandly games that didn't allow him to form the character. Or is simply about aEntropicAngel wrote...
I think he means this:
To actually MAKE a choice, you must know the character. You must be able to form the character.
And that last sentence is the definition of a character RPG (more or less).
Modifié par Urgon, 30 mars 2013 - 08:50 .
Guest_EntropicAngel_*
Urgon wrote...
I understood that and i agree completelly IF he means what i think he means. . I was asking for examples from games that did that good in his opinion, and more importandly games that didn't allow him to form the character. Or is simply about a
pre-set protagonist?
Guest_Catch This Fade_*
I should've responded to this sooner, I had something more to clarify what I meant but I've almost forgotten it. I believe what I wanted to add to this was that player-defined decisions of what a character is capable of would make something an RPG. To use Assassin's Creed as an example, the player has no choice in the role that the main character is thrust into and the skills that fit that role. The MC is always an assassin, his role and skills are already defined within that world, with no input from the player. Of course, then there is the lack of being able to define how the main character is as a person, how he feels about this or that. My first response was not omitting it, I just figured there was more to an RPG than just that.EntropicAngel wrote...
J. Reezy wrote...
To play a role goes beyond who you are as a person imo. I figured it naturally encompasses what you can and can't do.
By that definition, anything is an RPG. Anything.
Guest_Snoop Lion_*
Guest_EntropicAngel_*
J. Reezy wrote...
I should've responded to this sooner, I had something more to clarify what I meant but I've almost forgotten it. I believe what I wanted to add to this was that player-defined decisions of what a character is capable of would make something an RPG. To use Assassin's Creed as an example, the player has no choice in the role that the main character is thrust into and the skills that fit that role. The MC is always an assassin, his role and skills are already defined within that world, with no input from the player. Of course, then there is the lack of being able to define how the main character is as a person, how he feels about this or that. My first response was not omitting it, I just figured there was more to an RPG than just that.
Both of the underlined comments highlight that you either misread the golden words or are being obtuse on purpose. The sentences in gold are what J. Reezy believes discounts AC as an RPG, and further defines his view on the requirements of what makes an RPG beyond your views. His last sentence even clarifies his stance on your view which is highlighted in blue.EntropicAngel wrote...
That's not very good reasoning (don't take offense, none is intended). By the same token, Hawke is thrust quite effectively into his role, as a refugee then as the Champion. The player has no control over that. Same as in KotOR, you have no control over (SPOILERS SPOILERS SPOILERS) being Revan.J. Reezy wrote...
I should've responded to this sooner, I had something more to clarify what I meant but I've almost forgotten it. I believe what I wanted to add to this was that player-defined decisions of what a character is capable of would make something an RPG. To use Assassin's Creed as an example, the player has no choice in the role that the main character is thrust into and the skills that fit that role. The MC is always an assassin, his role and skills are already defined within that world, with no input from the player. Of course, then there is the lack of being able to define how the main character is as a person, how he feels about this or that. My first response was not omitting it, I just figured there was more to an RPG than just that.
Same as you have no control over the exile being the exile (KotOR II). Same as you have no control over Mike Thornton being a field agent (Alpha Protocol).
Now, in every one of those games--Assassin's Creed included, by the way--you have control over how your character approaches combat (up the page). So then, why isn't AC considered an RPG?
Modifié par The Hierophant, 01 avril 2013 - 05:45 .
Guest_simfamUP_*
Sylvius the Mad wrote...
I dispute that any game that lacks character control can offer choices. After all, how can you make choices on behalf of a character if you do not know all the details of that character's personality? By what mechanism are those choices made?Urgon wrote...
I have done similar discussions in other forums. People categorize RPGs as combat RPGs, character RPGs, action RPGs etc.. Codex for example considers "True RPGs", the games where the focus is on Choices&Consequenses. That has overlap with character RPGs, but not 100%.
As such, I would describe the choice&consequence RPGs as a subset of the character RPGs. You can't have choice without character.
Guest_EntropicAngel_*
The Hierophant wrote...
Both of the underlined comments highlight that you either misread the golden words or are being obtuse on purpose. The sentences in gold are what J. Reezy believes discounts AC as an RPG, and further defines his view on the requirements of what makes an RPG beyond your views. His last sentence even clarifies his stance on your view which is highlighted in blue.EntropicAngel wrote...
That's not very good reasoning (don't take offense, none is intended). By the same token, Hawke is thrust quite effectively into his role, as a refugee then as the Champion. The player has no control over that. Same as in KotOR, you have no control over (SPOILERS SPOILERS SPOILERS) being Revan.J. Reezy wrote...
I should've responded to this sooner, I had something more to clarify what I meant but I've almost forgotten it. I believe what I wanted to add to this was that player-defined decisions of what a character is capable of would make something an RPG. To use Assassin's Creed as an example, the player has no choice in the role that the main character is thrust into and the skills that fit that role. The MC is always an assassin, his role and skills are already defined within that world, with no input from the player. Of course, then there is the lack of being able to define how the main character is as a person, how he feels about this or that. My first response was not omitting it, I just figured there was more to an RPG than just that.
Same as you have no control over the exile being the exile (KotOR II). Same as you have no control over Mike Thornton being a field agent (Alpha Protocol).
Now, in every one of those games--Assassin's Creed included, by the way--you have control over how your character approaches combat (up the page). So then, why isn't AC considered an RPG?
Good points but i'm meh on trying to define what an RPG is at this point in time as there's been so many subgenres, deviations, mutations since the days when live action roleplaying were popular, DnD dropped around 40 years ago, and Final Fantasy, Dragon Quest, GURPS & NetHack were released in the mid to late 80s etc. It's like looking at the whole roster of Olympic sports and trying to find concrete similarities between them.EntropicAngel wrote...
I would argue that the "role" the main character "is thrust into" is not related to their combat choices, but to their role in the story. And that's almost always fixed.
You're definitely right on the second one, the lack of skill progression.
And as for the final point you bring up (the blue), there are plenty of so-called "RPGs" where you don't define how your character feels. Like say, the Final Fantasy series.
Modifié par The Hierophant, 02 avril 2013 - 06:33 .
EntropicAngel wrote...
J. Reezy wrote...
I should've responded to this sooner, I had something more to clarify what I meant but I've almost forgotten it. I believe what I wanted to add to this was that player-defined decisions of what a character is capable of would make something an RPG. To use Assassin's Creed as an example, the player has no choice in the role that the main character is thrust into and the skills that fit that role. The MC is always an assassin, his role and skills are already defined within that world, with no input from the player. Of course, then there is the lack of being able to define how the main character is as a person, how he feels about this or that. My first response was not omitting it, I just figured there was more to an RPG than just that.
That's not very good reasoning (don't take offense, none is intended). By the same token, Hawke is thrust quite effectively into his role, as a refugee then as the Champion. The player has no control over that. Same as in KotOR, you have no control over (SPOILERS SPOILERS SPOILERS) being Revan.
Same as you have no control over the exile being the exile (KotOR II). Same as you have no control over Mike Thornton being a field agent (Alpha Protocol).
Now, in every one of those games--Assassin's Creed included, by the way--you have control over how your character approaches combat (up the page). So then, why isn't AC considered an RPG?
Sure.Urgon wrote...
Not sure i understand. Can you give some examples of what you mean?Sylvius the Mad wrote...
I dispute that any game that lacks character control can offer choices. After all, how can you make choices on behalf of a character if you do not know all the details of that character's personality? By what mechanism are those choices made?Urgon wrote...
I have done similar discussions in other forums. People categorize RPGs as combat RPGs, character RPGs, action RPGs etc.. Codex for example considers "True RPGs", the games where the focus is on Choices&Consequenses. That has overlap with character RPGs, but not 100%.
As such, I would describe the choice&consequence RPGs as a subset of the character RPGs. You can't have choice without character.
If the game did present the player with a single personality for the PC, and that personality was so detailed as to leave no room at all for interpretation, and the options presented throughout the game were completely unambiguous in their implications vis-a-vis that personality, then yes, those other options would be pointless. They may as well not exist at all.simfamSP wrote...
This rubs me the wrong way Sylvius. What exactly are you saying here?
If a game were to present us with a single personality, and we would make choices based on that personality, wouldn't those options be pointless because the others were, afterall, breaking character?
Guest_simfamUP_*
Sylvius the Mad wrote...
If the game did present the player with a single personality for the PC, and that personality was so detailed as to leave no room at all for interpretation, and the options presented throughout the game were completely unambiguous in their implications vis-a-vis that personality, then yes, those other options would be pointless. They may as well not exist at all.simfamSP wrote...
This rubs me the wrong way Sylvius. What exactly are you saying here?
If a game were to present us with a single personality, and we would make choices based on that personality, wouldn't those options be pointless because the others were, afterall, breaking character?
You've just described a book or movie.
I suggest, however, that the player should be able to define the character as he sees fit, and do so with sufficient detail that those choices offered during the game do largely become trivial, where some of the available options are then character-breaking (and thus I presume the player would not select them). But, a different player would define his character differently, thus producing a different viable path through the game.
Imagine playing two characters simultaneously (in separate playthroughs). In the beginning, the choices they have would be identical, but their interpretation of their options would differ, and their choices were differ. As the game progressed, those two playthroughs would resemble each other less and less, but within each the options presented to the PC would be largely as you describe - with only one vialble path. But the two characters' paths might differ greatly.