Fexelea wrote...
Merin, what I meant is that there is no "epic" decision making but rather a bunch of happenings or small choices that result in things. You can chose to save Jean or Nightcrawler, yes, and that has an impact in a future that you are told is not immutable at all. It has no effect in what is the "main arc" of the story itself.
Making decisions that affect the outcome of the story's main plot does not make a game an RPG, nor does the lack of said decision making prevent a game from being an RPG.
As I said, I can list many games that you cannot affect the ending of the game (the main plot's resolution) outside of winning or losing (and most of the time that is just dying and GAME OVER vs. finishing the game with the pat ending.) If your definition of "epic" decision making has switched from your earlier "epic decision making, you didn't really affect the world with your
actions" to "effect in what is the "main arc" of the story itself", my list of such games suddenly becomes more important.
Now I'm sticking specifically to what I had said earlier (cannot affect the ending of the game other than winning or losing) and assuming that said definition of "epic decisions" coincides with your new definition (affecting the main arc of the story) as opposed to your old (affect the world with your actions.)
Baldur's Gate 2 - you either defeat Jon Irenicus and get your soul back, or you don't. There's no other outcome to the game. Party members, romances, which factions you choose to side with, what side quests you complete or skip, your alignment - none of that affects the end of the story.
Final Fantasy VII- you either win the battles that let Holy be free and "stop" Meteor (well, the centuries in the future ending is the end result) or it's game over, no variance.
Icewind Dale - you either stop Belhifet from reopening Jerrod's Stone, or it's game over.
Ultima - You defeat Mondain and are rewarded by Lord British. Or you die.
Bard's Tale - You defeat Magnar and save Skara Brae - or you fail.
Pool of Radiance - You save Phlan from Tyranthraxus - or you don't.
I could keep listing. I doubt that anyone would look at that list and say "Those aren't RPGs - you can't really affect the ending or the game world other than finishing the story!"
Marvel Ultimate Alliance's choices (the Futures) are bigger decisions and effects than any made in the games I listed above.
Now there ARE CRPGs that you can make choices and the ending of the main story arc reflects those choices (most of Bethesda's games like Oblivion and Fallout 3; KotOR; Mass Effect 1 & 2; Fallout to a small degree; Planescape: Torment, VTM: Bloodlines) but the majority of those are in the last decade (of a genre that's existed for close to 40 years) - going to my point that the kind of decision making you are pointing out as a defining element of CRPGs is a relatively new element of these games not a foundation.
MUA2 does not allow you to have any control over your player stats beyond 4 abilities common to all characters that make very little difference if you just always keep them balanced or if you only ramp up one (I did both ways on Super Heroic and legenday, Ms Marvel kicks ass either way). That would be considered a binding element of crpgs, but you do not see the "requires level x" when entering an area, or getting a character or anything, so the system might as well not be there and there would be no difference.Only bosses drop loot. You can equip only 1 item. The powers for every character follow linear and predictable paths that are not that different from each other in terms of output (of course animation etc is). The game is very action oriented, and for me it has crossed the line.
And how about a list of classic CRPGs in which you don't get to name your character or choose a class or anything, but are just giving a character to play even if you can "level them up"?
Final Fantasy (pick a number) (yes, I know, you CAN rename your character if you want to, but it is still Cloud (or whomever) with the new name you gave him.)
Golden Sun (same as FF)
Shadowrun (you are Jake)
Kotor (you are Revan, whatever other name you give yourself, AND you will be a Jedi using a lightsaber and the force whether you want to or not)
Deus Ex (you are JC Denton)
VTM: Redemption (you are Christof the crusade knight and then you are a brujah-made vampire)
Being able to make your own character is not an essential part of a CRPG, either, though it is much more a staple element than major story-changing decision making.
I'm not touching the loot and equipment parts of "what makes an RPG" other than to say you don't need those for a game to be an RPG.
There are no "binding elements" that make a CRPG. One could say making a character, but many don't let you make a character at all (Shadowrun, Final Fantasy, Deus Ex) - one could say experience points, but then you'd have to eliminate games like VTM: Bloodlines or Oblivion that use different advancement systems. You can't argue having a party, which seems central to so many CRPGs, as then you eliminate The Witcher and NWN and Shadowrun and Diablo and all the Elder Scrolls games. Loot seems key, unless you consider how many FPS and adventure games have loot (would you really consider Maniac Mansion, Halo or Warcraft 3 to be any sort of RPGs?)
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In the end maybe MUA didn't have the elements that YOU like in an RPG, but the definiton of what makes a CRPG isn't set in stone.
You quoted the wikipedia article under your terminology of "binding elements of rpgs" but the article in question, about computer role-playing games, makes no such claims about such a list. In fact, if you take the basic definitons they give early on:
"Despite a spectrum of features and game styles, there are some elements
common to the CRPG genre. Perhaps the most salient is that of the avatar, with its quantized characteristics that
typically evolve over the course of the game, and take the place of the
gamer's own skill in determining game outcomes. Another common element
in CRPGs is a well-developed fictional setting." and " The stories featured usually involve a group of characters (a party)
who have joined forces in order to accomplish a mission or "quest". Along the way, the adventurers must face a great
number of challenges and enemies (usually monsters inspired by fantasy,
and, to a lesser extent, science fiction and classic mythology)."
In these senses, MUA fits the definitions better than Oblivion or The Witcher or Fallout 3. MUA has "avatars with quantizied characteristics that evolve over the course of the game", "a well developed fictional setting", "a group of characters who have joined forces to accomplish a mission" who "face a great number of challenges and enemies (usually monsters inspired by fantasy, and, to a lesser extent, science fiction and classic mythology."
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Fexelea, we could go back and forth all day about what makes a CRPG and what doesn't, but in the end a general consensus matters. While you can find outliers (like many of the sites you quote) the overall accepted definition of CRPG includes the sub-genres like action-rpg. MUA, like Diablo, like VTM: Bloodlines and Oblivion, are action RPGs - and the ACTION part comes in because player skill influences combat instead of just the character stats.
If you want to come down and say that "MUA" is not what you consider a CRPG, I cannot argue against your opinion.
But when you declare that it just isn't an CRPG based on a selective criteria you choose, even if you find other opinions to back you up it doesn't make it so.
Overall, in general, the majority accepts that action RPGs are a subgenre of CRPGs. Some purists may want stats-only combat in a party-based, turn-based combat system with experience points, lots of items to find and buy and sell, towns to visits and dungeons to explore . . . but they are limiting themselves in their definitions, not defining what games actually fit into the realm of Computer Role-Playing Games.




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