Seldon2639 said:
It's the difference between having a character already extant, which his own personality, quirks, and history, and creating the role as I go along.
I see the distinction you're making, but to me it's the distinction between a movie or book (passive medium) and a game (active medium).
This isn't to say that I can't identify with a character if I can't control them. Even in books and movies, I often identify with characters quite strongly, sypathizing with their suffering and cheering their victories. Good writing and good performances help a lot. But passive media are far better suited to this sort of thing than games. Compare the story, characters and dialogue of, say, FFVII to
Seven Samurai or
Spirited Away or
Rashomon or
Ran.
Seldon2639 said:
What most Western RPGs I've played end up with is a sort of halfway between pure "roleplay" and strict scripting.
Absolutely! It's like a theatre sports exercise. "Okay, your character's just been turned into a vampire in modern-day Los Angeles. Go!" Then they throw some conflicts at you and you try to muddle through while developing your character, figuring out who they are and what makes them tick.
Seldon2639 said:
The only way to have a pure roleplay is to divorce it entirely from a video game.
Totally agree. In the best pen-and-paper RPGs, the gamemaster tailors the story to fit the players. If they liked a particular villain, he becomes a recurring character. If they were bored by a particular subplot, it gets dropped. If they want more action/romance/intrigue/happiness/angst, they get it. Computer-based roleplaying will always be crippled by the lack of a human gamemaster. The most successful examples of computer roleplaying are the ones that do the best job of masking this weakness.
Seldon2639 said:
At the end of the day, in any game with a decided plot (which includes most Western RPGs), you can't really influence the way the game works out. You can be good, evil, nice, a dick, but the core plot is going to go down decided paths.
Sadly, yes. But as long as it's "paths" (plural), a case can be made that you at least have some say in where the story ends up. Friends have told me that Shin Megami Tensei Nocturne offers a rich variety of endings and plenty of ways to develop your character on the way there. If I had a PS2, I would be playing it.
But consider this too: roleplaying isn't only about the endings, it's also about the characters. It's important to have a say in your character's destiny, but it's also important to have a say in their motivations.
Let's take Oblivion as an example. My character started out as a racist. When Khajit or Argonian beggars asked her for coins, she'd tell them to get away, the filthy animals. Over the course of the game she ended up working with them in guilds, and fighting members of her own race who had turned to evil. She gradually came to realize that they were as deserving of charity as anyone else, and she would always toss them a coin when they asked (she had plenty).
This was not scripted. This was a character trait that emerged as a result of my play, and I wasn't expecting it at all. In a JRPG, the game tells you everything that matters about your character. You don't get to invent stuff like that.
Seldon2639 said:
I dunno, whenever I play most Western RPGs (even KOTOR, though Mass Effect is spared) I end up feeling like the main character is a void. He/she is merely a vehicle by which things occur, he doesn't feel like a person unto himself. That's ignoring the side-characters, because I will agree that Western RPGs are as good as JRPGs at creating side-characters
This is because you're expected to project a personality of your own choosing onto the main character and fill in the blanks yourself. If they filled in all the details about your background, your motivations and desires, your hopes and fears, that wouldn't leave any room for roleplaying. It would be a static, passive story with no room for player involvement. In other words, a JRPG.
NPCs in western RPGs are more developed because the player doesn't play them. Their stories and choices are their own, and not for the player to control. This is why they seem more similar to the NPCs in a JRPG. But there's one crucial difference. In order for a western RPG NPC to feel believable, they must have a range of responses for different player behaviours. If you're rude to an NPC, or generous or violent, they have to respond in a way that fits their personality. Carth Onasi doesn't flirt with male PCs, or with females who aren't interested. In a JRPG, the NPCs are static because the designers always know exactly what will happen to them and exactly how the PC will behave toward them.
In a western RPG, they supply the setting, the conflicts and the NPCs. You have to provide the main character. That's the whole point. If you just sit back and wait for the game to create the character for you, you're bound to be disappointed because it's not that kind of game.
Seldon2639 said:
If you're talking about the Baldur's Gate games for consoles, I played them when they first came out, and I was less than impressed. I've not heard of Planescape, and if there's a PC Baldur's Gate, I'll claim ignorance.
There is no such thing as a Baldur's Gate game for consoles. Anyone who claims otherwise is a heretic and must be cleansed.
You could probably play both of those games on the machine you're using to write the responses on this forum, if you're interested.
Seldon2639 said:
Razzle Bathbone said:
I'm curious: why do you want to play games just to watch a story? Couldn't you get a better story with better dialogue and more interesting characters by watching a movie or reading a book? What's the point of a game where your choices don't matter?
That's a really good point.
I guess the equivalent question for me would be "why play CRPGs instead of real (pen-and-paper) RPGs? What's the point of roleplaying without any real freedom?" I'd probably have to fall back on the lame excuse of not having a group I can get together with for regular roleplaying sessions. Real RPGs are a lot of work to set up. I'm very excited about D&D 4th edition's virtual gaming table, because it would eliminate the number one obstacle: getting the players together in the same place at the same time.
But I suppose even if I could get my fix of real roleplaying, I would still enjoy some CRPGs. The challenge of figuring out how to build a formidable character capable of winning the game, combined with exploration of the game space and discovery of my character's identity is a lot of fun, in different ways from a traditional RPG.
So I guess the real question is "why are you down on JRPGs but not adventure games like Prince of Persia or The Longest Journey or Psychonauts? You don't have any say in your character's destiny or choices there, but you still enjoy them. Why?" In adventure games, the focus is usually on the action, which is something I can't get in other media. Maneuvering the Prince through those deathtraps and so on is fun in itself, and it would still be fun even if there were no story. CRPGs usually don't have the same degree of challenge to their mechanics, so they fall back on their stories to carry them. Passive media tell stories better than games. So for the game to be worth playing, it has to offer me something I can't get in passive media. Such as the ability to roleplay as the main character, even a little bit.
There's also the niggling point that JRPGs have the temerity to call themselves RPGs when they don't have any RP. Yes, you can identify with the characters, but you don't play their roles any more than you play the role of a character in a book you're reading (or in Psychonauts etc). If FFVII were called "an adventure game with stats", I probably wouldn't get all snippy about it. I still probably wouldn't enjoy it because I don't like the characters and the dialog, but I wouldn't fight this silly battle as a matter of principle.
Seldon2639 said:
I don't think that FF VII could have been an effective movie. If it were a book, it would have to spend pages upon pages describing actions which you can see easily on the screen.
At least that would mean cutting out all the unavoidable invisible random encounters. Grr.
Why do JRPGs always have those things anyway? How do they help the gameplay? I can dig the turn-based combat (loved the Wizardry games purely for that; they certainly didn't have anything else going for them), the character designs look kinda cool in many cases, but why oh why do they torture players with those damn-the-designer-to-eternal-stinking-hellfire random encounters? ARGH!
Seldon2639 said:
If it were a movie, it would have to cut out a hell of a lot of the dialogue.
And the story would be a lot tighter for it. They wouldn't have to bludgeon the viewer over the head with the same points over and over again to stretch the drama out over however many hours it takes to play the game.
Sorry for all the FFVII hate. I know it doesn't do any good, and I hope I'll get over it someday. In the meantime, try not to pay any attention to me.
Seldon2639 said:
I don't mind my actions not doing anything other than propelling the story forward, because I don't see myself as ever being part of the game. Ask the same question of people who like Halo, or Bioshock
Halo doesn't claim to be an RPG. Bioshock does, and I've avoided it for that reason. It's obviously an FPS with a few stats. Plus I've already played and loved System Shock 2, so I don't think I really need to play Bioshock. I've already gotten the best bits.
It seems to me that we agree about most of these things, and we probably enjoy most of the same kinds of games for mostly the same reasons. It looks like I'm mostly just touchy about the definition of roleplaying, probably since it's been such an important part of my life.
Thanks for the discussion.