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#201
Seboist

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EntropicAngel wrote...


Oh, I accepted that Final Fantasy has never been an RPG a long, long time ago. Doesn't mean it isn't still awesome.


Final Fantasy are RPGs, just because you can't slap a hairstyle on a self-insert or engage in game assisted make believe(ex. Bioware style non-choices) doesn't make it any less of one.

Final Fantasy V  in particular wipes the floor with with both BW and even CDPR's offerings in terms of character customization(dat job system <3).

#202
A Crusty Knight Of Colour

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Fast Jimmy wrote...

And it's funny to me, because Madden, FIFA and NBA2K sell WAY more than RPGs these days.

I could see taking the path to stupidville if it resulted in more sales. But these games that sell 10 million+ every year? Their systems and concepts are the way more advanced ones. It's the exact opposite of what a gaming exec would say to expect... yet people are still designing games like gaming execs think they should be.


To be fair, the sales are generated because of the sports themselves. I wouldn't attribute it to the character systems or anything. Yet most people are able to grasp how to make characters in Sports games and deck them out with appropriate stats. Sports games are generally looked at as casual games too.

What I want to know is why that suddenly becomes completely incomprehensible and akin to accounting or complex spreadsheet calculations once the Sports aspect is removed from it and say, Fantasy is added in it's place. I know that is the jargon and reasoning execs and the like use to justify "streamlining", but a fair amount of gamers believe that too. It baffles me.

#203
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Seboist wrote...

Final Fantasy are RPGs, just because you can't slap a hairstyle on a self-insert or engage in game assisted make believe(ex. Bioware style non-choices) doesn't make it any less of one.

Final Fantasy V  in particular wipes the floor with with both BW and even CDPR's offerings in terms of character customization(dat job system <3).


I don't agree at all. I don't consider stats or customization, at least in terms of a job system, the "markers" of an RPG. They can help, but they aren't necessary.

As I said before, though, it doesn't matter.

Though I WOULD like to point out that you're wrong about Bioware non-choices. Bioware games have a habit of...nullifying, perhaps, or ignoring your choices, but that doesn't mean it's any less of a choice. The fact that the Council never appears in ME2 has no bearing on whether you chose to save them or not--because you DID choose that. There's no way around it. It IS a choice. The "problem" is that the game doesn't respond to your choice in a way you expect (and I'm not sure that's a problem at all).

I want to take that to the next step and explain why it makes a better RPG, but I'm trying to leave. Planning to play some Final Fantasy, actually (XII).

#204
Fast Jimmy

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Seboist wrote...

EntropicAngel wrote...


Oh, I accepted that Final Fantasy has never been an RPG a long, long time ago. Doesn't mean it isn't still awesome.


Final Fantasy are RPGs, just because you can't slap a hairstyle on a self-insert or engage in game assisted make believe(ex. Bioware style non-choices) doesn't make it any less of one.

Final Fantasy V  in particular wipes the floor with with both BW and even CDPR's offerings in terms of character customization(dat job system <3).


You spelled Final Fantasy 6 wrong.

And you also spelled "job system" wrong. It's spelled "Espers."

Modifié par Fast Jimmy, 17 décembre 2013 - 12:45 .


#205
Rusty Sandusky

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If that linear corridor called Final Fantasy XIII is an RPG then I'm not going to call games 'RPG' and judge them on their own merit.

#206
dreamgazer

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Seboist wrote...

Pretty sad how sports games are more complex RPGs than what's getting passed around as such in the west.

Image IPB


I've seen this posted a few times, and I still think it's sort of an unfair representation of the skill tree and stats in ME3, which do have many of the textual figures printed in the sub-trees and a wider range of choices.  The customization level has, obviously, been downscaled from ME1, but there's more to it than that.   And it's certainly an uptick from ME2. 

Image IPB

#207
spirosz

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That's Seboist only argument, that's why.

#208
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ThisOnesUsername wrote...

If that linear corridor called Final Fantasy XIII is an RPG then I'm not going to call games 'RPG' and judge them on their own merit.

You mean you didn't judge "RPGs" on their own merit before? Shame on you.

#209
Fast Jimmy

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CrustyBot wrote...

Fast Jimmy wrote...

And it's funny to me, because Madden, FIFA and NBA2K sell WAY more than RPGs these days.

I could see taking the path to stupidville if it resulted in more sales. But these games that sell 10 million+ every year? Their systems and concepts are the way more advanced ones. It's the exact opposite of what a gaming exec would say to expect... yet people are still designing games like gaming execs think they should be.


To be fair, the sales are generated because of the sports themselves. I wouldn't attribute it to the character systems or anything. Yet most people are able to grasp how to make characters in Sports games and deck them out with appropriate stats. Sports games are generally looked at as casual games too.

What I want to know is why that suddenly becomes completely incomprehensible and akin to accounting or complex spreadsheet calculations once the Sports aspect is removed from it and say, Fantasy is added in it's place. I know that is the jargon and reasoning execs and the like use to justify "streamlining", but a fair amount of gamers believe that too. It baffles me.


See, I'm not sure this is true. 

I mean, sure, you don't see copies of English Cricket Board 2014 flying off the shelves right now (pro-tip: it's not a real game, for all you cricket fans who started foaming at the mouth).

But a game like the NFL Blitz series, a game that was relatively popular for a few years, wound up dying out. Why? I'd say it's because it was a rather shallow system that didn't account for anything other than button mashing and using the same strategies to trick the computer every time. 

But popular, long-enduring sports games don't do that. Why? Because sports are, inherently, strategy games. It matters if I pick the Denver Broncos over the Minnesota Vikings in Madden 2014, mostly because the passing stats for Peyton Manning dwarf those of Christian Ponder, while the rushing stats of Adrian Peterson are (until he got injured) god-level tier. These are different "builds" for different teams and players. Meaning you can't run the same plays or strategies with one team and have them work with another. Nor can you get away with having Drew Brees dump it off to Jimmy Graham every single play against Seatle's brutal pass defense, because you'll wind up with more interceptions than Eli Manning.

So successful sports games move more towards simulation rather than stimulation. Because in that realism is a huge amount of challenge and enjoyment. 

And, I might mention, there is also the inherent bonus in losing not being a Game Over screen. If you play as the Knicks against the Heat, chances are you are going to get your taint handed to you. The talent level between the teams is insanely lopsided. Yet a player playing a season game as the Nets isn't doomed from the start from ever completing a season of NBA2K simply because they will likely lose to the Heat. You can lose and still play on. You can be defeated and not have to say "well, I guess I'll have to press reload and play this exact same segment again and hope for a better outcome."

Sports fans understand failure. They have to - it's an inherent part of sports. Its possible (even neccessary) to have imbalances between groups. Its an expectation that losing will happen. Its also the very nature of most games that a surprise upset can happen anytime someone steps onto the court.

Most games, especially RPGs, are not designed that way. It's "win or die" in more instances than can be realistically counted. So a build that is sub-optimal is, quite literally, a death sentence. Few players want to slag through a game and constantly be courted with struggle, failure after failure until they FINALLY get lucky enough to move on. That's not satisfying. But playing a crappy team and making it to the playoffs by your talent, management and sheer determination, despite taking a beating in some games along the way? That's a HECK of a lot of fun. 

I'm not sure, entirely, what RPGs should do to improve their games, but I know why sports games can be insanely complex and yet still popular - because the penalty for failure is not NEARLY as high as it is with RPGs. No one likes being told "memorize this rule book before you pick up a game or else you will die before you get out of the tutorial level." Yet it's not uncommon at all for a new player of a sports game to take a large handful of losses before getting secure with the mechanics and the feel of things.

Modifié par Fast Jimmy, 17 décembre 2013 - 01:06 .


#210
Rusty Sandusky

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J. Reezy wrote...

ThisOnesUsername wrote...

If that linear corridor called Final Fantasy XIII is an RPG then I'm not going to call games 'RPG' and judge them on their own merit.

You mean you didn't judge "RPGs" on their own merit before? Shame on you.

I meant the argument of "I don't like this game because it's not an RPG". Not that I've actually disliked anything because of that but I have thought of it.


(this coming from someone who likes Mass Effect 2 and 3)

Modifié par ThisOnesUsername, 17 décembre 2013 - 01:04 .


#211
slimgrin

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EntropicAngel wrote...

Bioware games have a habit of...nullifying, perhaps, or ignoring your choices,


Well that's the understatement of the century. And it is a problem, because it means your choices don't affect the narrative like they should. In The Witcher, the way the story plays out defines what type of Geralt you are roleplaying. Instead of 'I'm evul so I push man out window' or 'I'm a saint, so I'll save planet x'.

Modifié par slimgrin, 17 décembre 2013 - 01:14 .


#212
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Bioware games have a habit of...nullifying, perhaps, or ignoring your choices,


As much as I praise the Witcher for its C&C, BioWare so far have done a far better choice at carrying those choices over into the sequel.

#213
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LegendaryAvenger wrote...

simfamSP wrote...

Costin_Razvan wrote...

eternal_napalm wrote...

If an rpg is choices affecting story, that makes CoD Black Ops 2 a rpg I guess


It's a better RPG then Mass Effect 3 is.


Hardly. Yes, ME3 is a load of ****e in the story department. But the narrative is irrelevant to the genre. If so Legacy of Kaine is an RPG and so is the Assassin's Creed series.


Black Ops 2's singleplayer is probably the most interesting thing I've seen out of Call of Duty in years. The choices and endings seem gimmicky but they're a nice addition to a year-by-year subpar storyline. 

As to the topic, RPG is too broad to be used as a label. I often see it used as a badge of honor rather than a consistent genre.


That's why I chose to keep out the narrative away from the definition. Because it seems that when there's a story, and it's "good" it becomes an RPG.

Games can be great without being RPGs. I feel there are better 'non-RPGs' that tell far better stories than there are RPGs that do. But because the genre is littered with amazing titles, we oft forget the terrible (or in BioWare's case, the other way around xD)

#214
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slimgrin wrote...

Well that's the understatement of the century. And it is a problem, because it means your choices don't affect the narrative like they should. In The Witcher, the way the story plays out defines what type of Geralt you are roleplaying. Instead of 'I'm evul so I push man out window' or 'I'm a saint, so I'll save planet x'.


Why should they?

No, really: why should they?

How does the world responding to me in a predictable manner mean that I'm more defined as a person (the meaning of an RPG).

Hint: It doesn't. Consequences have almost no bearing on actual role-playing. To continue from where I left off, if one foregoes strong choice-consequence necessities, one is able to put in more choices. It's obvious: it's the difference between having ONE huge TW2 Act 2 difference, or having half a dozen smaller choices that don't have very strong consequences.

And the reason that makes a better RPG is because it allows more character definition. I don't care if supporting Iorveth means you run away to the elf camp, and supporting Roche means you run away to an imperial (can't remember the name of the nation) camp. It's still only one choice, and six different choices WILL define your character more strongly than one choice.

#215
spirosz

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EntropicAngel wrote...

slimgrin wrote...

Well that's the understatement of the century. And it is a problem, because it means your choices don't affect the narrative like they should. In The Witcher, the way the story plays out defines what type of Geralt you are roleplaying. Instead of 'I'm evul so I push man out window' or 'I'm a saint, so I'll save planet x'.


Why should they?

No, really: why should they?



I agree, you can still achieve satisfying "role-playing" and to an extent that it would be considered an "RPG" without there being "consquences" in the story.  The story can go on the same (to an extent obviously), regardless of the impact the PC makes, but in those moments there should be defining moments that make the PC you, if you catch what I'm saying.  

In KOTOR, you're still Revan, you still can't save the Endar Spire, you still end up doing "x", etc - but I'm pretty sure all the characters I made were different because of what the game allowed me to develop with the protagonist him/herself.

Modifié par spirosz, 17 décembre 2013 - 05:50 .


#216
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spirosz wrote...

I agree, you can still achieve satisfying "role-playing" and to an extent that it would be considered an "RPG" without there being "consquences" in the story.  The story can go on the same (to an extent obviously), regardless of the impact the PC makes, but in those moments there should be defining moments that make the PC you, if you catch what I'm saying.  

In KOTOR, you're still Revan, you still can't save the Endar Spire, you still end up doing "x", etc - but I'm pretty sure all the characters I made were different because of what the game allowed me to develop with the protagonist him/herself.


I would say that's the value (the very real value) of the dialog system, and further of variable PC dialog. Shepard can be defined as broadly as a Paragon/Renegade/Paragade/Renegon, but you can also distinguish Shepard as a person who's no-nonsense in times of crisis, short and abrupt, and easygoing when there are no immediate problems. You can define Shepard as a person who's friendy with his/her friends and harsh to people not considered friends. You have immense, immense control over who your character is, and how he or she expresses themselves.

It wasn't really my point, but I will note that that's largely lacking in TW. I can't choose to be friendly or mean to Zoltan or Dandalien outside of something as vague as accepting or refusing their quests.

#217
spirosz

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What was the point you were trying to refer to?

#218
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Just that the dialog system DOES allow you to define each character differently.

#219
spirosz

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EntropicAngel wrote...

Just that the dialog system DOES allow you to define each character differently.


Yeah, I agree.  Even if it does have illusion, there is still defining aspects that shouldn't be ignored. 

#220
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EntropicAngel wrote...
I don't care if supporting Iorveth means you run away to the elf camp, and supporting Roche means you run away to an imperial (can't remember the name of the nation) camp. It's still only one choice, and six different choices WILL define your character more strongly than one choice.

Will it? I don't know...

#221
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J. Reezy wrote...

Will it? I don't know...


It's virtually guaranteed to.

What does choosing ONE big choice say abiout your character? Imagine a 360-degree disc. It's the equivalent of splitting the disc in half. It DOES define, but it's still a large array of possible definitions.

MORE splits means more definition. More clarification.

#222
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Look, Bioware just needs to be honest. If they don't plan on every choice having consequences, then they shouldn't dangle the "THINK ABOUT EVERYTHING YOU DO" carrot in front of their consumers.

I've never played through The Witcher series, so I don't know how honest their carrot is.

#223
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Seboist wrote...

Pretty sad how sports games are more complex RPGs than what's getting passed around as such in the west.

Image IPB


Not for nothing, but Fallout is still pretty much the same as it is in that picture. Just because Bioware RPGs don't go super in depth with a bloated list of possible stat values doesn't mean that all RPGs do not do it. Besides, who's bright idea was it to compare a Fallout game to a Bioware game? They both set out to do completely different things. 

#224
spirosz

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The Mad Hanar wrote...

Look, Bioware just needs to be honest. If they don't plan on every choice having consequences, then they shouldn't dangle the "THINK ABOUT EVERYTHING YOU DO" carrot in front of their consumers.

I've never played through The Witcher series, so I don't know how honest their carrot is.


There is impact, but again - the series wasn't advertised with "choices" like that. 

#225
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EntropicAngel wrote...

J. Reezy wrote...

Will it? I don't know...


It's virtually guaranteed to.

What does choosing ONE big choice say abiout your character? Imagine a 360-degree disc. It's the equivalent of splitting the disc in half. It DOES define, but it's still a large array of possible definitions.

MORE splits means more definition. More clarification.

See, now that's not as definitive as before. That's the word choice I was looking for.