No rpgs are not about levelling and gear, your trying to remove any distinction between rpg combat and what an rpg is. Stats, levelling, gear, they are elements of a classical rpg combat system, say something like Dungeons and Dragons but can be readily applied to anything they are simply a governing rule system. I never argued that math is what makes an rpg, most (if not all regardless of if they are displayed to you) use math, stats and strategy. I said it relies on the player's character, RNG is often the easiest way to simulate a person without actually creating an extremely complicated AI hence why it is so popular. Also elements =/= genre. Interactivity is an element of video games but it is also an element of board games or a quiz.Liudeius said:So now RPG's are about leveling and gear? You were trying to argue that RPG's were about using only math, stats, and strategy, with not reflexive skill, to play. By that definition there is no problem between RPG's and FPS's. Wait... Now you contradict that? If they are recognizable elements but not actually what RPG's are, then they aren't elements that make something an RPG. Rendering your argument illegitimate once again.kingcom said:I honestly have very little idea as to what your trying to say so forgive me if i misintrepret this. Levelling and gear, the two most recognisable aspects of rpgs (though actually nothing to do with what an rpg is but justifyable as rpg elements)
RPGs dont have length requirements.
Dont know what you mean by actual RPG, do you mean turn based?
Does not matter, if your trying to outmaneover someone your sneak should be running that not your trigger finger.
Never played Legend of Dragoon, sounds like your talking about active reload stuff, find that incredibly boring and you appear to be betting me to play a game ive never heard of and not use a core mechanic of the game as it sounds like to beat it. Why would I do that? Seems like its stupid to not use something if have to play the game, doesnt mean I will like it.
No I did not say they rely on maths. All combat in games relys on maths. I said combat in an FPS is resolved by the player entirely and in an RPG its resolves as a result of the characters abilities (as a long term result of the players choices).
Well by your own definition an RPG must be purely turn based. You said that they rely on the Character, meaning the character's stats and damage output based purely on those, with absolutely no reliance on reflexes (like FPS's).
It relies on math, just showing these pixels relies on math, but in an FPS calculations are only done if you hit, hitting relies on reflexes and dexterity.
Active reload? It's not a shooter. Most RPG's these days use some sort of reflexive command or ATB putting more reliance on the reflexes of the player of the game than the stats of the characters. (and Legend of Dragoon is from the PS1 era)
"I said combat in an FPS is resolved by the player entirely and in an RPG its resolves as a result of the characters abilities (as a long term result of the players choices)."
So wait, once again there is not conflict between them.
In Fallout 3, the perks I choose and skills I level drastically influence how much damage I do, regardless of whether I use VATS or play it like an FPS.
No actual rpgs dont have to be turn based, they dont even have to have combat at all. Deus Ex is an rpg, sure it has some reliance on reflexes but the vast majority of it depends on your character's skills and attributes. I accept that its not purely based on the character but i definitely believe it heavily depends on those decisions. Also FPS uses calculations regardless of whether you hit or not.
Sigh....I used Active Reload as an example to try and see if i was interpreting what you were saying, i.e. it is a timed button press, like active reloading. Or expressed differently, its an in game Quick Time Event.
Fallout is a FP-RPG. Perspective in an rpg is irrelevent.