David Gaider wrote...
Personally, I find it interesting that so many RPG players claim to be fans of the genre but make their requirements for what constitutes an actual RPG so narrow that it doesn't seem to be a genre at all but simply a selection of their few favorite titles. A few titles does not make a genre, after all.
I think part of the problem is that there really was no definition as to what was actually an RPG early on. FPS for instance is pretty clear what you mean, RPG really is not especially when you consider what RPG's consist of today. Most often and specifically thinking of games like Diablo for instance, there is no role to be played other than kill X of these and come back for Y reward. What is amazing to me is how widespread the definition has become. I guess what I am trying to get at is that in the absence of a definition early on, the term has come to mean whatever any development company wants it to mean. Thus you have MMORPGs that leave the player with little to no role to be played in their games. Leaving the player to come to the inescapeable conclusion that they have no real role to play in the setting at all other than to collect the latest and greatest piece of cheese in the MMO personwheel.
David Gaider wrote...
Another thing which I find interesting is the role that nostalgia plays in this. These same players will often swear up and down that there is no nostalgia, but I suspect part of what made older games so special to them is because they were new. That seems like it should be self-evident, but I see a lot of people running on the assumption that the novelty they felt playing an earlier game can be recaptured simply by replicating the features in their entirety -- and looking at those features as if they could exist independently of each other, rather than in the context of a game where there are often trade-offs.
Dave I find myself wondering if you really believe that its just nostalgia. As a gamer I can say with 100% certainty that I have yet to find any game that has come out since the "golden age" of the interplay RPG's that even approached the complexity and polish of the player defining his/her role in the setting as did Baldur's Gate, Fallout 2, or Planescape Torment. To me as a gamer who has long waited for those RPG's, I have found myself continually disappointed with what came afterwards. Don't get me wrong there have been some really fun games that has followed such as Deus Ex, the first Gothic, Vampire: The Masquerade Redemption, and KOTOR. Even these though didn't approach the quality or complexity of the Interplay RPG's. I remember saying this long ago and up until very recently, it was almost as if the development studios were afraid to try to bring out really well designed RPG. That is why I have been so happy to see the return of some games with depth such as the Witcher, DA: Origins and Mass Effect 2. These have been games that seem like they were cut from the same cloth as those games that came before in the Interplay era.
David Gaider wrote...
It's also strange that these same people will make contradictory demands: they want novelty and innovation, while simultaneously wanting nothing to actually change. If there was an RPG they liked in the past, they want a new RPG to be made that's just like it but to feel as fresh and new as when they played it back then -- ignoring the fact that they are no longer who they were.
You will be happy to know that I am not one of those people. I was really happy with the blending of RPG and FPS. I was happy to see it because it was proved a very long time ago that this could be a winning combination. Eidios for all the game they make that I find reason to hate, Deus Ex proved long ago that the RPG genre could be blended seemlessly with FPS, I think Mass Effect 2 took this to a whole new level. As an old time gamer I couldn't be happier with how Mass Effect 2 turned out.
Let me share with you some things that I like in RPG's:
1. Followers who act like they are living participants in the story instead of portable scenery. I like personalities, I was so happy to see this return with Dragon Age: Origins.
2. Continuity: In a roleplaying game its nice to know that your choices mattered. This was something that really made Mass Effect 2 stand out and shine. It was really neat to see for instance the Virmire choice remembered. The "Cameo" reminding me that this choice would impact me in 3 was totally awesome. I am already invested in 3 and you can bet I am preordering/looking forward to how things ultimately turn out.
3. I want to see my choices matter. In Dragon Age: Origins, the choices I made in the Landsmeed really hurt. I honestly couldn't believe how it turned out. I had thought I got everything right and knew exactly where things were going to go, only to leave it being totally turned over. My choices mattered, I was able to play a role. That is what should define an RPG in my opinion.
Modifié par MandatoryDenial1, 16 février 2010 - 01:54 .