Murmillos wrote...
We deal with the pre-determined limits, we try to write away or not even think about the obvious omissions[snip]
If you limit the ability for the player to customize themselves, then you limit the amount or strength of the "RP".
End the end, with all the little bits that people call for RPG's, they in the end result for one thing which makes a game an RPG; "player/avatar customization".
Edit below
Questions an RPG should answer too:
1- What is my race, what is my sex, what do I look like, what are my traits?
2 -What is my specialty, what are my talents, how do I dress, what do I eat?
3 - How do I fight, what do I fight with, what are my strength and weaknesses that determine the lines in the battle.
4 - Do I trust armor, or do I trust magic, or do I trust the shadows.
5 - Am I sly and quick to strike, or do I make presence known and only strike when action demanded it.
6 - Do I fight for Honor, or do I fight for money? Or do I fight because I love a good fight?
7 - Where do I go, what do I do, how do I act, whom tags along with me - or do I go it alone.
If you limit the player, you limit the ability for him to roll[sic] play.
Good stuff here. Let's get to work.
Agreeing generally with your clarification between RPG and cRPG, my point was precisely that: once so much of the experience has been stripped away, it's a shooter with dialogue and inventory. There is still *no way* for my avatar to interact with the world in any way other than banal (open door, flip switch, raise platform) and no way for me to change the course of my
destinyThink on that if you will, because I hold it as the most significant difference between sports, society games, skill games, brain teasers and role-playing games.
To your questions:
#1 amd 2 are crucial, but I wonder if you simply omitted to add that these are the player's options. In other words: all this is answered by DukeNukem or the Quake Marine. What differentiates MASS EFFECT is that it's up to me. To a point, anyway.
#3 ,4, 5, and 6 all have to do with combat and are much, much further down the list. Far enough to be non-specific. #3 can be answered by the convict in UNREAL. #4 by the avatar of DIE BY THE SWORD. #5 is the whole point of THIEF: THE DARK PROJECT (aka THIEF, aka DARK CAMELOT).
#6 gets us a little closer to the essence of RPG by asking about
motivation - MASS EFFECT tries to add this dimension - as does FALLOU3 and every ULTIMA since THE QUEST FOR THE AVATAR - by the expedient of a karmic system. However, here too we are bound by certain combinations and restrictions. HOWEVER the essence of it is crucial.
#7 is the whole shebang. And, again, I must ask: if all these are mere variations within the strict coding of the game design, if my destiny is in the hands of the computer code, is it still a role-playing game?
I realize it's mere philosophy. But it's fun to back-and-forth on it.
I posit that until an actual V.I. runs the code, it's not a roleplaying game - merely something else with elements borrowed for RPGs...
Regards,
SirV
Modifié par SirVincealot, 10 mars 2010 - 08:13 .