Do mechanics make the RPG?

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Mouse One

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No, this is not a Dragon Age 2 thread, although I'll confess that some of the controversy about that game and Mass Effect 2 made me think about some of the following issues.

Yeah, it's TL;DR (just thought I'd get that out of the way ;) )

I grew up playing pen and paper D&D and its brethren (I've a soft spot still for all the old Chaosium games like Call of Cthulhu). The cheerful clatter of polyhedral dice being rolled and the whisk of papers as long, detailed tables were consulted punctuated my teen years. And if we got bored of actually playing, we could have long, caffeine fueled debates about the balance of realism and playability. There was this notion that in a perfect game, the rules would be transparent. You'd focus on the story, and dice rolling would be almost invisible. An attack and damage should be handled with just a quick die roll, then onto the action! On the other side of the debate fence, the realism crowd would say that immersion would be broken by simplistic rules. Your character should have to deal with the weight of armor, be able to strike at individual limbs, use fancy combat tactics, and worry about just how they were going to get all that dragon's treasure home. Anyone bring a mule? But such concerns often labored under tedious amounts of rules that literally ground everything to a halt while the players figured out the combat effects of toothache (no, not making that up. Chivalry and Sorcery, for you old timers).

But now there's computers. In a computer RPG, all those effects can be figured out in less than a second. While cRPGs still don't have the full on open sandbox feeling of a PnP game with a gamemaster able to improvise storylines in response to weirdzoid player actions, they shine in this area. Make those tables and effects as involved as you like, HAL the gamemaster can handle it. The gamer can have his (and increasingly her) cake and eat it too (insert Portal reference here)

The thing that strikes me, however, is how stuck in the old school of dice rolling and statistical analysis cRPGs still are. I always thought that seeing all the scaffolding was a necessary evil of PnP games, and that hiding them would enhance immersion . Remember those Dungeon Master screens that the charts and dice rolls would hide behind? But the players of RPGs don't seem to want to give up all the unrealistic accoutrements of their paper brethren. They aren't satisfied with "This sword does more damage, but is a bit slow". They want to know the exact DPS, and they want to know the exact effects of character's characteristics, not just "Frodo is quick and can hide pretty well, better than some elves".

Let's examine a hypothetical game that purports to be an RPG.

Imagine, if you will, that there were absolutely no statistics whatsoever. If your character was hurt, they'd limp, perhaps bleed and grunt from exhaustion-- but you'd see no health bar. An NPC with big biceps is undoubtedly strong, and confirms it when he tears open an iron gate, but you'd see no STR statistic on him. There would be no classes, aside from job descriptions the NPC or PC would use to describe themselves (I can imagine "I'm a mage", but "I'm a thief"?). There would be no leveling, or listing of experience points, but your character would simply get better at skills they used, or actually studied (old Runequest fans might recall that system-- but with PnP I always found it a bit hard to keep track of).

In a related vein, I have to wonder about the way players manage the other characters. One of the recent complaints about Bioware's Dragon Age 2 (a controversial game in RPG circles, to put it mildly) was that the player couldn't manage much of the NPCs' inventory. But why would they? Wouldn't the NPCs have their own thoughts on what they want to wear and use?

And as long as we're wreaking havoc with the conventions of cRPGs, let's restrict inventory to what the characters can actually carry-- looting every sword off a horde of baddies to be sold later is really a leftover from the days in which calculating maximum character carrying capacity was too much of a bother (and we had tables!) And the world wouldn't be strewn with convenient chests in every room in which the monster keeps its treasure, with locks to be picked by our self-declared thief.

Would such a "ruleless" game appeal? Would fans consider it RPG? Or-- and this is the question I'm trying to raise here-- is "RPG" dependent on something other than that? Has RPG become synonymous with being able to calculate and maximize efficiency of each and every sword swing, laser blast or wave of a wand?

If I knew what the community thought, I wouldn't be posting this lengthy tract here. I suppose my thoughts and preferences are clear enough-- I'd rather not see "the scaffolding". But I suspect that I might be in the minority in that regard. I'm not here to attack or defend any viewpoint, honest. I'd like to hear what you guys think.
 

TheDuckbunny

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I get where you're coming from and it's an interesting read. The way I see it is that games (videogames included) are defined by their mechanics instead of their content. Checkers isn't chess, yet they seen very much alike. An RPG would become something else when you strip it of its mechanics.

This doesn't mean however that these mechanics should play out the same in any game. I for one love Dragon Age 2 for what it's doing to the genre because it's playing with its mechanics. I like The Witcher for having a different approach to combat and Mass Effect for taking a leap with conversations in RPG's.

I think it all boils down to what defines an RPG. I think a big part of it has to do with character progression and choice in that matter. The game you're describing sounds like an RPG to me because it includes that. It just plays with it in an interesting way.
 

s0p0g

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...
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huh.
i really like the question you asked there, and i guess i'll have a discussion about that the next time we meet for some dicerolling ;)

in our group, we master adventures/campaigns in turn. you can notice very easily who comes from the storytelling front, and who fights on the dicerolling & loooong stat-tables ftw! front - but we don't argue about one being better than the other, it's just that one guy prefers this, and another prefers that (interestingly enough, the two women we have in our group are all about stat-maxing; they aren't really hardcore powergamers, but they very much like playing around and optimising what their characters have/can (d&d 3.5))

now we played a self-made system, in a final fantasy inspired world; it is very complicated; if you don't know anything about higher mathematics... the system ain't for you ;)
however, most of the time we play via telling; dice are only rarely touched (but when it comes to dice rolling, calculating everything takes quite some time; in a d20 system, you need 2 secs to check what's what. in our system, make that 2 minutes (no kidding))

i think the problem of a system without any stats at all, and if only be the most basic attributes you have everywhere, like strength, intelligence, curiosity and the like, where do you draw the line of what someone can do? which ounce of weight of the stuff someone carries is too much? which physical problem is too hard for my character to solve? can i stay calm in a terrible accident, where people lost their limbs and are bleeding all over the place? does my character know how to sew?

my opinion is, to say a ruleless rpg, like you suggested it, isn't a rpg because of the lack of dicerolling and long tables with many numbers is... stupid, in a way, because RPG is short for role playing game, not dice-rolling and tables-checking. it's about what my character does in the environment presented by the GM, how he acts and reacts, and how the environment acts and reacts to him and his actions.
actually, i think it'd be pretty interesting to try a ruless rpg, just to see whether it works, if not - why? how many rules does a game need? how complex do they need to be?

i'm really curious what my buddies are going to say about that ^^


p.s.: about the inflationary use of the label "RPG" in todays videogames: i think calling a game RPG because there are some stats and/or skills you can level, and maybe you character gains levels, shows a misunderstanding of the term RPG; i mean clicking some button to make my rocketlauncher cause a bigger boom, or make me strong enough to throw some casks a hundred metres instead of only 70 or something, isn't roleplaying.
come to think about it: in crysis, you have this ultra-cool combat suit which can grant you 4 abilities, or skills, if you will. now, if you could upgrade it through the game, and be it only each power to an enhanced version ( = skill-rank 1 to 2) at the end of certain levels... i bet they'd called it a shooter with RPGs elements, at least; if not a "unique mix of FPS and RPG"
 

Merkavar

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too me computer RPGs are defined by the stats and numbers and specifics. if all of these are hidden then too me it would be called something else. like a firstperson sword game or something.

IMO what makes rpgs good and fun apart from story and characters are the numbers. getting the sword that does 2 more dps or the belt that has +10 epicness. But maybe thats just cause all rpgs i know of have these stats and numbers etc. and i have associated this with having fun playing the rpg. and that getting these better numbers leads to more game being playable which leads to more fun.
 

s0p0g

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FranBunnyFFXII said:
I would personally say that the mechanics of an RPG [...] is what makes an RPG [...].

I personally think that is what makes a Role Playing Game a Role playing game. not the "Playing a Role" idea.
so not role-playing is the trademark of RPGs, but actual roleplaying is not? you got me confused here ^^ (although, in a way, i know what you mean. i think. but still ^^ )
 

Frybird

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Thanks to how vaguely and badly the whole genre is named, arguing about what makes an RPG is pretty much a no-win situation, since it all comes down to subjective views that can't really be argued against.

I for example would, given the name, define a role playing game as something where you can play a role, as opposed to watch a role progress while filling out the gaps. As such, i'd define an RPG only as something in wich you have at least a minimum of influence over your "role" as a character, wich would exclude almost every japanese RPGs as well as most Western ones.
 

Dastardly

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Apr 19, 2010
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Mouse One said:
I certainly get what you're after, and I understand completely. I think there are a few key points you're missing, though, that might explain why a compromise is necessary.

In real life, your body has an extraordinarily complex system of information management (your central nervous system) that provides a wealth of information on how you're feeling. We're talking sensations like pain, stiffness, balance, hunger, hot, cold, exhaustion, you name it. The "how do you feel" question is answered by the sum total of all of those things.

In order to accurately convey that in a video game, without a hardline straight into your brain stem, would require dozens of separate meters and animations, and just as many manuals to make sense of them. We'd never be able to process that as intuitively as we process our own feelings of well-being.

But there is something we process almost as intuitively--quantity. "I have more health" versus "I have less health." Believe it or not, that creates a more realistic sense of how your character feels than those dozens of meters and animations would. If someone asks you how you feel, you don't spend ten minutes assessing. You know immediately. The "HP bar" serves the same function. So, there's no way around having those stats. We need them to approximate the calculations our brains are doing constantly, but we need it in a format that is so simple there's no guessing needed.

Think of it this way: If you have the HP bar, you can think, "I'm at half health," and move on. You automatically know you're tired, achy, likely bleeding, and unable to run fast. Now picture the "your character limps and has open wounds" format... you've got to inspect the character to find that out. You have to watch his/her movements carefully, and take the time to decode what it means.

This is actually making you more detached from the character. Immersion has a lot to do with the amount of time it takes you to perform an action, and the amount of thought that goes into it. HP bars require little time and thought to understand. Subtleties of animation require a lot. You're no longer your character--you're your character's physician.

Now, where I agree:

The calculations are very often necessary... but they don't all have to be visible, do they?

Immersion is all about making you feel like your character. I mentioned above how part of that is removing the delay between intent and action, in terms of thought and time. Another part of that is not overloading you with knowledge. If you know far more than your character, you step out of his/her body and become a god watching over the game.

So, each player should know just enough about the calculations to determine his/her actions and approximate chances of success. Other than that, it's the GM/Narrator's job to keep the math behind the screen and off the table.

Very often, this really does mean getting rid of a lot of useless stats and rules. In the TTRPGs I've designed, I find myself doing away with a lot of things--like the subtle differences between two similar firearms, or piece-by-piece stats for suits of armor. This has occasionally bothered some players at first, but the faster pacing of the game usually makes up for that pretty quickly.

When to do the math, when not to do the math...

The most important question to ask of any mechanic in a game: Does this reinforce the player's concept of the game's reality? And the answer to this question changes from game to game, based on what concept of reality you're pursuing.

D&D is a tactical combat simulator. It's not about storytelling, not if you're using all of the little rules. That's the game's concept of reality: accurately simulating the mechanisms of combat, so that players are aware of position, distance, and timing. It's much more like chess than anything else.

When I'm designing a game, I focus the mechanics on the emotional experience of the game's reality. If it's a horror game, the mechanics focus on how fear plays a role in what characters do. If it's a survival game, the mechanics focus on how scarcity (of supplies and time) factor into a character's options and decisions.

If the mechanics are pointing the players' minds toward the central theme of the game, you're in good shape--as long as everyone is aware of what that central theme is. For D&D, and many other TTRPGs, it's combat. For others, it might be intrigue, it might be survival, it might be fear, and you just have to make sure that the mechanics of the game pull everyone's focus onto that central idea.
 
Aug 21, 2010
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This is easily the most interesting thread I've seen in a while. I think it's a great idea

In most RPGs the games' mechanics are already partially obscured. Take for example Vagrant Story. The arithmetic behind each action was undoubtedly complex, maybe with half a dozen variables in play. Yet you only ever saw the input and output, and how well you understood what the input even was depended on how long you had been playing.

In playing through the game you learnt how the mechanics worked as you went (it was a fun 'black box' problem) - by the time I'd got to the end I had a real feeling of having continually learnt how to play through the entire course of the game. The obscuring of the mechanic was essential to the experience for me.

Even simpler RPG mechanics (e.g. Dragon Quest, FF10) still hide the maths away.

I'd certainly be intrigued by a game that took the notion of obscuring the mechanics further. By not showing quantitative measures to game items and concepts, it would force you to have different methods of assessing their worth, value or importance. This would be a really fun way of exploring how you make decisions based on limited information. It's how people operate in real life and could make for some really interesting gaming.
 

Vern5

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RPGs always seem to have the same conventions of internal systems that create character development by the accumulation of in-game points, whether these points by XP or what have you. The mechanics really do make the game as they are integral to the experience of developing the player's character(s) that makes up all RPGs.

However, it is true that you can effectively hide these system behind vagueness or the complete omission of numerical values. The system mechanics can still exist, however, the player must engage in tasks of trial-and-error in order to figure out what works best, which can be its own reward if the game handles this process well.

You cannot completely strip out the character progression systems without losing the title of RPG.
 

Weaver

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Apr 28, 2008
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IMO You're kind of discribing just games like Zelda at this point. When Link hits enemies there is an interger calculation behind the scenes, with armor and stagger chances; but the player is unaware of these.

HOWEVER, if we could enhance the world to a bethesda like setting with good NPC and Environment interaction, I'd play it.
 

Xaositect

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Yeah, mechanics make every game genre, otherwise we wouldnt bother since they would always fundamentally just be games.

Its why I always detest that "I amz teh plaey teh roel!" argument for it being an RPG. Due to the interactive nature of video games you are practically always "playing a role". Its whether you are playing it in an "RPG format" as to whether its an actual "RPG" as opposed to "a game where you play the role of ____".

Honestly though, I dont know why the shooter genre gets off so easily. There are never people questioning that particular genre, suggesting it needs to "evolve" (copy and paste content from other genres) because its "stagnant" (despite being the most stagnant genre of all, where what little innovation comes from competative multiplayer).

Its a shame, because Id relish the opportunity of seeing a game like Gears or Call of Duty lose its main focus of perpetual "point and shoot" for its half a dozen hour campaigns along with multiplayer deathmatch focus, and concentrate more on tactical RPG combat or dialogue. Mainly because when all the shooter fans rightfully point out that its not a shooter anymore, I would be able to ***** and make up bullshit about how it still is just because I say it is, regardless of genre theft being the new main focus.

I mean its what Ive had to deal with when shooter/action games have been sold to me as so called "RPGs".
 

Heart of Darkness

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Jul 1, 2009
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This is a good read. I'm trying to keep it all in my head as I formulate a response, so if I say something that doesn't exactly go with the OP, feel free to correct me. Anyway.

If the mechanics don't make the RPG, they certainly form a good chunk of the definition of individual games, if not what we consider to be the classical CRPG. Since all games are defined by rulesets, it makes sense to compare games with similar rulesets as a "genre;" since early CRPGs took inspiration from PnP RPGs, I think the general consensus was that they're similarities in ruleset--stats, professions, specialties, skills, the like--became the de facto standard for what an RPG is. Sure, there's still some ambiguity in the label (since an overwhelming majority of games force the player to play a specific role), but let's assume that the RPG definition we're working off of here is the stat-based one.

So wold a "ruleless" game make an appeal? It'd certainly be an interesting experiment, but I think that the final product would eventually boil down closer to an action game rather than an RPG. Some people like tweaking stats and coming up with "perfect" builds--think of the Pokemon metagame and how complex that's become over the past sixteen years. While it is certainly possible to hide all the calculations required to make the stats work, it's nearly impossible to get rid of all visual output.

Let's take your hypothetical game, for instance. We have no stats, just our character formed from one of three character archetypes: our stocky warrior, our wizened wizard, and our wiry thief. We can tell what each is capable of by looking at them. What we don't know, however, is that they become more powerful with practice (which itself is a stat, just a "hidden" one at this point), and let's say that all of our archetypes can gain "experience" in all areas (e.g., a warrior can still cast spells and become more proficient in spellcasting). Without showing the stats, the player would have a harder time determining how their character build is progressing: "Why couldn't I teleport this statue earlier, but I can now do it as if it was a feather now?" "Why couldn't I pick this lock before?" "Why does this steel gate not want to move when the iron gate seemed like tissue paper?"

Similarly, think about getting rid of health bars, not just on the player character, but also on the NPCs. It's harder to tell effective strategies from ineffective ones purely based on animation alone, and some stat-indicator would be necessary, be it in the form of pop-up damage numbers or a health bar. With some infographic on screen, it becomes easier for the player to determine what tactics are working, which are not, and which are backfiring horribly. In a real-time setting, this lack of information could be devastating when you're being swarmed.

Okay, I think I'm starting to meander with my point. While I'm all for hiding the actual equations and the methods used for determining things like damage taken, damage dealt, behind-the-scenes "chartwork," I don't think hiding the absolute basics (the actual stats and HP) would be a good way to create an RPG. An action game? Sure--The Legend of Zelda hides the basics like attack strength and player defense well, but those stats aren't exactly the most robust or overly complicated to begin with. With an RPG, you do want to show the player how his or her character is advancing in his build, and then allow them to tweak it from there.
 

Sternenschweif

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Definition of RPG: A role-playing game (RPG) is a game in which players assume the roles of characters in a fictional setting. Players take responsibility for acting out these roles within a narrative, either through literal acting, or through a process of structured decision-making or character development.[1] Actions taken within the game succeed or fail according to a formal system of rules and guidelines.[2]

Source: Wikipedia

Unfortunately this can be used on pretty much every computer game with a story. So i basically agree with FranBunny on that one.

To compare PnP-RPG and Computer-RPG is something i wouldn't do. Even in good old classics like Fallout 2 you had set limits. Those forced you do to your tasks in a specific order. Even if you knew the direct way to the final encounter, you'd have get some level up first in order to defeat that encounter. The way how to accomplish that was completely free up to the player. PnP-RPG always have the option to change the environment or to stretch the rules by the Gamemaster to make things more interesting.

The bigger problem is the modern Computer RPG (in my opinion). They've become a multiple choice movies with character creation and interactive fighting scenes. Good point is, that most stories are nice. Bad point is, that gameplay and game mechanics are completely outdated. Especially a RPG series starts to suck, when you know it is an endless story and all the games just have little changes in the mechanics.

But they call it video game industry, which does have to sell games in first priority. If people buy the same game with a different story over and over again, the game industry wouldn't dare to change anything. Changing costs money and that would reduce the profits ;)
 

Kaanyr Vhok

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Mouse One said:
Nothing matters to me more than the quality of the game. If the mechanics suck the game will probably suck as hard. The mechanics dont even have to be complex. Shenmue, Desktop Dungeon, Way of the Samurai were simple and it worked. You just cant mess up what you have. Flawed mechanics will probably translate into flawed gameplay. I read a lot of fantasy novels. My standards are bit too high to play a game just for the story and there are only a couple handfuls of RPGs that can survive off roleplaying so the gameplay is important. This is especially true with games that have a lot of combat.

I'll give you an example. When done right managing multiple inventories can be interesting. It was fun in the infinity engine games and fun in NWN 2. Now if you want to go to a Fallout system then you have to flesh it out or its a removal of something that worked. Your influence and the NPCs personality could decide what equipment they use. I would prefer a system like that in Dragon Age 2. Bioware removes they dont improve (in most cases). They could have replaced NPC inventory management with something that had roleplaying and strategy. You could have NPCs that do everything you tell them and it would be based on your level and attributes etc etc and others that will go against your advice out of spite.
 

Kaanyr Vhok

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Sternenschweif said:
Definition of RPG: A role-playing game (RPG) is a game in which players assume the roles of characters in a fictional setting. Players take responsibility for acting out these roles within a narrative, either through literal acting, or through a process of structured decision-making or character development.[1] Actions taken within the game succeed or fail according to a formal system of rules and guidelines.[2]

Source: Wikipedia

Unfortunately this can be used on pretty much every computer game with a story. So i basically agree with FranBunny on that one.
Pazaak doesn't make KOTOR a card game. Roleplaying has to be the games central theme and its an RPG.
 

veloper

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Jan 20, 2009
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All game genres are defined by their shared game mechanics.

it's the mechanics that make the structure of the gameplay.

The CRPG is just the most poorly defined game genre out there.
Rule of thump: if it has character advancement (levels or XP or similar) and killing stuff, nobody will bat an eyelash if the publisher stamps "RPG" on the box.
 

RedEyesBlackGamer

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Jan 23, 2011
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Xaositect said:
Yeah, mechanics make every game genre, otherwise we wouldnt bother since they would always fundamentally just be games.

Its why I always detest that "I amz teh plaey teh roel!" argument for it being an RPG. Due to the interactive nature of video games you are practically always "playing a role". Its whether you are playing it in an "RPG format" as to whether its an actual "RPG" as opposed to "a game where you play the role of ____".

Honestly though, I dont know why the shooter genre gets off so easily. There are never people questioning that particular genre, suggesting it needs to "evolve" (copy and paste content from other genres) because its "stagnant" (despite being the most stagnant genre of all, where what little innovation comes from competative multiplayer).

Its a shame, because Id relish the opportunity of seeing a game like Gears or Call of Duty lose its main focus of perpetual "point and shoot" for its half a dozen hour campaigns along with multiplayer deathmatch focus, and concentrate more on tactical RPG combat or dialogue. Mainly because when all the shooter fans rightfully point out that its not a shooter anymore, I would be able to ***** and make up bullshit about how it still is just because I say it is, regardless of genre theft being the new main focus.

I mean its what Ive had to deal with when shooter/action games have been sold to me as so called "RPGs".
Yep. Mechanics and gameplay elements have to define a genre. Or else everything would become muddled and unrecognizable.