[quote]Godak wrote...
[quote]Vaeliorin wrote...
[quote]Doug84 wrote...
[quote]Vaeliorin wrote...
[quote]Doug84 wrote...
Does this means stats are an inherent part of
role playing? No, they are simply a trade off that alot of people seem
to accept as the only method of achieving that end.[/quote]
Stats
aren't an inherent part of role-playing. Stats are, however, an
inherent part of a role-playing game. This is an issue that it seems
people either can't or don't want to grasp. A role-playing game
demands that there be role-playing, but role-playing in itself doesn't
make a role-playing game. Cops and Robbers or Cowboys and Indians
involve role-playing, but they aren't role-playing games, because they
lack rules.
[/quote]
I still disagree on this point. Stats are a
means to an end, not the end itself. Its cargo-cult, if you will, to
say that RPG => stats. I imagine this upcoming Heavy Rain game does
not feature stats at all, and yet from what I understand, its an RPG in
pure form.[/quote]
You're missing the distinction between
role-playing and role-playing game. If Heavy Rain doesn't have stats,
then it might feature role-playing in pure form (I'm not overly
familiar with the game) but it isn't a role-playing game.
[/quote]
Yes,
it is. Stats have nothing to do with Role Playing. The fact that it has
gameplay constitutes the "game" portion of RPG. The fact that you make
decisions that can seriously alter the course of the story covers the
'role playing' part. I'm with Doug: stats are a means to an end, and
they have no bearing over "Is 'x' game an RPG?".[/quote]
Okay, I'll
admit, stats is probably a bad term to use. The question is "Does the
game have some mechanic wherein the skills of the character (not the
player) determine the succcess and or failure of the character's
actions?" Stats is simply the most common way in which this is done.
[quote]Godak wrote...
[quote]Vaeliorin wrote...
And
while I'll acknowledge that some JRPGs do offer a few choices (mostly a
good or bad ending in my experience), they still don't allow you
control over your character's speech or emotions.[/quote]
Neither do
CRPGs. They give you a few pre-determined phrases. You have the
illusion of choice, but you can't just say whatever you please.
By your definition, we can never have "true" RPGs, as we will never really have choice, only selection.[/quote]
Sigh...do I really need to add "within the limitations of computerization" to
every post? Regardless, I can still determine my character's emotions,
even if I (theoretically) can't control every word out of their mouth.
[quote]Doug84 wrote...
[quote]Vaeliorin wrote...
[quote]Doug84 wrote...
[quote]Vaeliorin wrote...
[quote]Doug84 wrote...
Does this means stats are an inherent part of
role playing? No, they are simply a trade off that alot of people seem
to accept as the only method of achieving that end.[/quote]
Stats aren't an inherent part of role-playing. Stats are, however, an
inherent part of a role-playing game. This is an issue that it seems
people either can't or don't want to grasp. A role-playing game
demands that there be role-playing, but role-playing in itself doesn't
make a role-playing game. Cops and Robbers or Cowboys and Indians
involve role-playing, but they aren't role-playing games, because they
lack rules.[/quote]
I still disagree on this point. Stats are a
means to an end, not the end itself. Its cargo-cult, if you will, to
say that RPG => stats. I imagine this upcoming Heavy Rain game does
not feature stats at all, and yet from what I understand, its an RPG in
pure form.[/quote]
You're missing the distinction between
role-playing and role-playing game. If Heavy Rain doesn't have stats,
then it might feature role-playing in pure form (I'm not overly
familiar with the game) but it isn't a role-playing game.[/quote]
I think we have a fundamental disagreement on the definition of the term "Role-Playing Game"[/quote]
Probably. You seem to define it solely on role-playing, while I add the requirement that their be a mechanic to resolve success/failure dependent upon the skill of the character, not the player (because otherwise it doesn't really make sense. My ability to swing a sword/click a button should have no bearing upon my character's ability to fight with a sword.)