SirVincealot wrote...
Is it daytime where you work? Or are you a night owl as I am?
It seems to me that when RPGs were first ported - and they were the first to *be* ported - stats came to the fore since computers are such good statisticians.
And we have been trying to break that mold ever since, with more or less success.
I agree with the imitation. Computer games can only, so far, attempt to imitate a certain type of game mechanics. Not surprisingly, what they're best at are stats: combat stats, inventory stats, disposition stats.
Which is also why romance in MASS EFFECT are so domino-esque. Push this tile, now that one . . .
No one has tried to make a CALL OF CTHULHU crpg (there is an adventure game published by Beth.) The brand certainly isn't strong enough but more importantly, the Chaosium system is too dependent on variables to work in a machine that basically crunches numbers to arrive at a set result (integers here, non-integers there).
We need V.I.s
Let's get Avina in here!
SirV
I work as a night shift gamemaster for a (semi/formally) popular massively multiplayer online game actually
Lets see, where to begin. Well, I think first off we have to understand that the reason that "rules" exist in pen and paper games are primarily as an adaptation from Tabletop Wargames at the time in order to form a sort of shared reality between players, a set of laws that all players must abide by and which ground their game. It is certainly possible to roleplay without any rules of any kind, however that's something you can do more than adequately online through an online chat program, so of course we should make the distinction that indeed CRPGs certainly have to have a ruleset of some kind that can ground the player in a predefined world.
However, the real root of the issue is where are these rulesets defined as being "RPGish" and "Non-RPG". Every piece of video game software is, in essence, a set of numbers, rules, and code. Even Doom has basic stats such as "weapon does X damage". On the other end, most good turn based strategy games have rulesets FAR beyond your typical RPG. Civilization or (my favorite) Alpha Centauri are complex beyond anything I've seen in any CRPG. Now, typically we see certain conventions in RPGs, such as loot, inventory, leveling up, etc. However, these vary drastically between different games and not only that, but the only reason those concepts really do exist is due to the particular PnP RPG systems they attempted to emulate, all of which tend to vary even more drastically from one another. Not all PnP systems have loot and inventory and leveling up. And it's not a simple sum game either. For instance, 4th edition of Dungeons and Dragons is much more streamlined and contains fewer "rules" than 2nd edition. Without starting an edition war, does that make it less of an RPG? I would argue quite the contrary, as the established rules are in most cases less asinine (2nd edition dnd had an awful lot of rules that existed for very suspect reasons) and frees up restrictions on roleplaying. I would argue that in the case of the inventory/loot discrepency between ME1 and ME2 is much the same.





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