I didn't mention linearity at any point in my post. I don't have any issue with linearity whatsoever; frankly, I think open-world gameplay will inevitably cripple the story by eliminating any sense of pace or urgency; see Oblivion for why. Games like Baldur's Gate II, which allow the player some freedom to do side quests but still have a clearly defined, linear story, tend to be much more enjoyable for me.Defense said:But that's how RPGs started out. JRPGs got their name from their gameplay mechanics, which were similar to pen and paper RPGs at the time. They weren't called that because of their "nonlinear" nature.Anachronism said:This [http://socksmakepeoplesexy.net/index.php?a=ff10] sums up my problems with JRPGs. The Final Fantasy series, for instance, aren't bad games. The gameplay is solid, the characters are (mostly) likeable and the stories are good. The problem is that the player has absolutely no impact on the story. All you do is move the characters from one cutscene to another. They aren't role-playing games, they're role-watching games; yes, the characters grow and develop, but the player has absolutely nothing to do with it. Pretty much the first thing Tidus says in FFX is "This is my story", and he's right: it's his story, not the player's. The player has nothing to do with it.There is a lack of cohesion in Final Fantasy X, and in the cinematic RPG itself. The story and gameplay have become two entirely separate mechanisms, operating independently of each other. In Final Fantasy X, half the time you're playing a game, and half the time you're watching a CGI movie. They never overlap. When you reach a certain point in one, Final Fantasy X switches over to the other. What the player does when he's at the wheel has no impact whatsoever on what happens when the game goes back on autopilot. This isn't a role-playing game.
To me, this pretty much defeats the entire point of a role-playing game. Frankly, the games industry, by and large*, seems to have forgotten what role-playing is. A role-playing game shouldn't be about stats and spreadsheets, XP and levelling up, but about embodying a character, and experiencing and affecting the world through them. Don't get me wrong, I like stats and XP in my games, but, as Shamus Young has said, it's got to the point now where RPG and role-playing game are pretty much two distinct genres.
I found a man who was broken, he killed his wife and daughter in a murderous rage, he abandoned the guards when they needed him most and left a village to their fate. I convinced him that maybe, somewhere in this vast world there is a tiny sliver of hope where he can atone for what he had done, looking to the future to do something better.Zefar said:I prefer jRPGs over wRPGs and it's mainly because you never ever do anything awesome in a wRPG.
I cant say what other people like and dislike in a game but RPGs have always followed one simple rule. Choice. They need to involve choice. Some people believe that only needs to include putting numerical values together, they want a mathematics simulation. Personally I find that dull. I myself like human interaction and its choices. Notshall illusion of choices we see in many video games. Simple things. Do you act kindly to with hositlity? It doesnt need to have any long term, main-plot critical influence. Just make me feel like I am making decisions.Anachronism said:I didn't mention linearity at any point in my post. I don't have any issue with linearity whatsoever; frankly, I think open-world gameplay will inevitably cripple the story by eliminating any sense of pace or urgency; see Oblivion for why. Games like Baldur's Gate II, which allow the player some freedom to do side quests but still have a clearly defined, linear story, tend to be much more enjoyable for me.Defense said:But that's how RPGs started out. JRPGs got their name from their gameplay mechanics, which were similar to pen and paper RPGs at the time. They weren't called that because of their "nonlinear" nature.Anachronism said:This [http://socksmakepeoplesexy.net/index.php?a=ff10] sums up my problems with JRPGs. The Final Fantasy series, for instance, aren't bad games. The gameplay is solid, the characters are (mostly) likeable and the stories are good. The problem is that the player has absolutely no impact on the story. All you do is move the characters from one cutscene to another. They aren't role-playing games, they're role-watching games; yes, the characters grow and develop, but the player has absolutely nothing to do with it. Pretty much the first thing Tidus says in FFX is "This is my story", and he's right: it's his story, not the player's. The player has nothing to do with it.There is a lack of cohesion in Final Fantasy X, and in the cinematic RPG itself. The story and gameplay have become two entirely separate mechanisms, operating independently of each other. In Final Fantasy X, half the time you're playing a game, and half the time you're watching a CGI movie. They never overlap. When you reach a certain point in one, Final Fantasy X switches over to the other. What the player does when he's at the wheel has no impact whatsoever on what happens when the game goes back on autopilot. This isn't a role-playing game.
To me, this pretty much defeats the entire point of a role-playing game. Frankly, the games industry, by and large*, seems to have forgotten what role-playing is. A role-playing game shouldn't be about stats and spreadsheets, XP and levelling up, but about embodying a character, and experiencing and affecting the world through them. Don't get me wrong, I like stats and XP in my games, but, as Shamus Young has said, it's got to the point now where RPG and role-playing game are pretty much two distinct genres.
And yes, I know CRPGs started out by emulating tabletop RPGs (for the record, I really enjoy tabletop RPGs and am currently involved in a sort-of-weekly D&D campaign), and I know that, by and large, an RPG is still defined by stats and levelling, but isn't it so much more satisfying when you actually get to play a role? To continue to use tabletop RPGs as an example, I firmly believe the quickest way to ruin a game of D&D is to stick too close to the rules. It's much more fun if you let the players play their characters without having to worry about tripping up over numbers. It's for this reason that, even though many of the "RPG elements", in this case meaning numbers, have been cut out of Mass Effect 2, I still think it's a truer role-playing game than any Final Fantasy you care to mention: because you actually play a character, rather than just follow one.
Frankly, it sounds like you're agreeing with me. I can take or leave the stats and levels, and I never spend more than about 10 minutes working out my character's appearance, but plausible interaction between characters is a must for me. This is one of the reasons I was somewhat let down by Jade Empire: the companion characters simply weren't that interesting, and I never felt like I got to know them anywhere near as well as I did the characters from Baldur's Gate and Dragon Age.kingcom said:I myself like human interaction and its choices.
I know. That's pretty much exactly what I said in my post. There's no need to spell it out to me like that; we both have the same opinion here: role-playing > numbers.They had a choice, burn the children alive and preserve their cover and untimately end the cult before it caused too much damage or let them go and let the cult spread undue terror and damage throughout the planet.
Thats choice. Thats a role being played. In the context of a game. Hence role playing game.
Sandbox games aren't necessarily nonlinear either. In fact, I'd say sandbox games are much more linear than people think.Anachronism said:I didn't mention linearity at any point in my post. I don't have any issue with linearity whatsoever; frankly, I think open-world gameplay will inevitably cripple the story by eliminating any sense of pace or urgency; see Oblivion for why. Games like Baldur's Gate II, which allow the player some freedom to do side quests but still have a clearly defined, linear story, tend to be much more enjoyable for me.
Maybe in some cases, but it's much harder to play a role in a game when you don't have a choice, hence why I mentioned it.?but isn't it so much more satisfying when you actually get to play a role?
But giving the player a role offers for more nonlinearity, and every other aspect of the story usually suffers from it. I find it easier to become immersed in a game when the storytelling is top notch, rather than having a choice of X scenarios all with lower quality.To continue to use tabletop RPGs as an example, I firmly believe the quickest way to ruin a game of D&D is to stick too close to the rules. It's much more fun if you let the players play their characters without having to worry about tripping up over numbers.
Well, now we're talking about what role-playing games are now, and I'm not going to open that can of worms just yet.It's for this reason that, even though many of the "RPG elements", in this case meaning numbers, have been cut out of Mass Effect 2, I still think it's a truer role-playing game than any Final Fantasy you care to mention: because you actually play a character, rather than just follow one.
Stuff like Other games such as Orphen: Scion of Sorcery (2000), Ephemeral Fantasia (2001), Deus Ex: Invisible War (2003), Tales of Symphonia (2003), Vampire: The Masquerade ? Bloodlines (2004), Radiata Stories (2005), Steambot Chronicles (2005), The Elder Scrolls IV: Oblivion (2006), Odin Sphere (2007), Fallout 3 (2008), White Gold: War in Paradise (2008), Alpha Protocol (2010), and the Gothic, Way of the Samurai, Drakengard, Fable, Yakuza, Devil Summoner and Mass Effect series is considered ARPG but some could be argued are WRPGs and Tac RPGs are like FO1-2 and FF tactics.cgentero said:What do Action RPGs and Tactical RPGs count as cause I usually like them over the standard WRPG\JRPG mechanics.