Fhaileas wrote...
Not quite. Deus Ex was not an RPG, it had RPG elements. Just as it was not an FPS, but had FPS elements. It was was a medley of many different affairs. Just like the earlier Elder Scrolls games and to a lesser extent ME1, it didn't do everything perfectly (or even necessarily well) but it fused them together in a way that made sense.
Which still depends on to whom you are speaking and how you define rpg. Yes, Elder Scrolls games are distinct in that they all take place in the first person, but the first person view doesn't inhibit their ability to function as role-playing games. Hence my point that we'll never narrow down on a "perfect definition". I do think it's important to point out that most of the people arguing in this thread, whether for or against Mass Effect 2, all seem to regard Deus Ex as an rpg.
Fair enough. When it comes to video games, I do understand why the medium leads to heavy story telling with little control over most of what happens.
But the point is that even in full pen and paper games it's not uncommon for the players to have little or not control over the events at hand (railroading). Certainly, we can say that a good DM will make this practically unnoticeable, but the effect is still there and it's pronounced. The idea of exploring a complete open world with a tight narrative is very appealing, but it's difficult for some even in the world of dnd.
This is partially why DnD often encourages "Good" parties, rather than neutral or evil. It's much easier to direct a campaign where all your good players need to know is where the orcs went that burned down the town, than it is for the evil characters who each may need a separate motivation at hand.
Once someone creates a sandbox where the little quests and characters can be as involved as the stuff going on in the more cinematic "RPGs" I think success will have been achieved with the genre. We aren't there yet, but I imagine it will come eventually. I think a key element is going to be easy to work with voice creation technology, allowing programmers to create the voices, inflection, delivery, etc.. they need from whole cloth in a studio without needing an actor. Similar tech exists, but it's not all that prevalent right now. One of the big barriers afflicting game design is of course voicework and the time and expense it takes, but I imagine this will not always be the case. Once voices become easier to do, you'll probably see more options becoming available due to being able to easily produce more lines, and less need to feel people need to be rushed through all the characters and not "miss anything" because of all the effort taken.
I do think that this is the direction rpgs are heading in, but we're not quite there yet. That's a huge element of the Bethesda vs. Bioware debate, where the former offers large open worlds, freedom, relatively free role-playing but very unfocused while the latter offers a more direct "You are this character, doing this, helping this person" which produces a more focused goal at the expense of freedom. This results in questions like "Why would my Commander Shepard help the Council if he hates aliens?" and things of this sort in every Bioware game.
I understand your perspective but "traditionally" Role Playing Games, RPGs, come from the Pen and Paper games that originated in the seventies. Mainly Dungeons and Dragons which kind of set the whole thing off and is the most well known. For a game to be classified as an RPG it needs to have similarities with the mechanics of these games. Roughly put; alterable stats linked with the player/characters which form attributes which determine the course of play. If a game has this it is an RPG. RPG has nothing to do with story or acting. It is possible to play DnD with no semblance of story or even communication, just throw some goblins in a room with a PC and roll some dice. You still have an RPG but no story to speak off.
Of course the typical argument comes up that I'm ignoring the role (which you aptly mention) of part of Role playing games but I argue not at all. First of all you do not need to act or even talk to take a role. By rolling dice and deciding what spell/attack/ability a character uses is taking the role, the DM takes the roles of the monsters, a player takes the role of their army in a game of Warhammer, a player takes the role of Shepard in Mass Effect etc. However the taking of a role itself does not make something an RPG. You still need the stats, if you didn't nearly every game would be an RPG, Bowling would be an RPG so would Poker and pin the tail on the donkey.
There's something I feel I should draw your attention to. Taken from p. 8 of the Dungeon Master's Guide regarding "Styles of Play":
Deep-Immersion Storytelling The Free City of Greyhawk is threatened by political turmoil. The PCs must convince the members of the ruling council to resolve their differences, but can only do so after they have come to terms with their own differing outlooks and agendas. This style of gaming is deep, complex, and challenging. The focus isn't on combat but on talking, developing in-depth personas, and character interaction. A whole game session may pass without a single die roll.
In this style of game, the NPCs should be as complex and richly detailed as the PCs--although the focus should be on motivation and personality, not game statistics. Expect long digressions from each player about what his or her character will do, and why. Going to a store to buy iron rations and rope can be as important an encounter as fighting orcs. (And don't expect the PCs to fight the orcs at all unless their characters are motivated to do so). A character will sometimes take actions against his players better judgment, because "that's what the *character* would do." Adventures in this style of play deal mostly with negotiations, political maneuverings, and character interaction. Players talk about the "story" that they are collectively creating.
Rules become less important in this style. Since combat isn't the focus, game mechanics take a back seat to character development. Skill modifiers take precedence over combat bonuses, and even then the actual numbers often don't mean much. Feel free to change rules to fit the player's roleplaying needs. You may even want to streamline the combat system so that it takes less time away from the story. That does not seem to rely on statistics at all while staying true to the spirit of dnd. It also goes against what you are claiming is necessary for a game to be an rpg, based on dnd. The problem with your definition is quite simply that whether I am rolling statistics or using hand-eye coordination I am still "taking the role" of that character in both instances, whether I am deciding if Master Chief will throw a grenade or the Wizard will drop a fireball.
Modifié par Il Divo, 25 août 2010 - 06:50 .