No, wait, hear me out.
If you haven't watched Extra Credits's three part series on Western Vs. Japanese RPGs, do so now : http://penny-arcade.com/patv/episode/western-japanese-rpgs-part-1
Seen it? Well, here's the short version: JRPGs and WRPGs have different "Core Engagements" so they aren't really part of the same genre. They have similar elements, but the reasons you play them are totally different.
That being said, lets take a closer look at Western RPGs. As far as I can see, there are two sub-types: Games like Dragon Age/Mass Effect/etc., and games like Skyrim. These two types of games are radically different. Sure, they have similar elements and may even share some core engagements, but you play them for totally different reasons.
For example, Exploration is an enormous aspect to Skyrim. Not really in Dragon Age. Flip side, Story and Character Development are probably the biggest part of Mass Effect. Skyrim's story is kind of phoned in.
Player Character Definition is a little sketchier. Defining your character in Dragon Age is very different from defining them in Skyrim. In the former case almost all the definition you do is done through dialogue. In the latter, it's more restricted to actions. So while you are defining them, you do so in radically different ways.
An analogy to further emphasize the different engagements I like to use is competing parenting methods.
BioWare games are the parents that plan out elaborate trips (say Disney) for their kids. They allow the child to make some choices about what they do, but it's still rather restricted and regimented. The lack of choice is balanced by the fantastic places you get to see.
Bethesda style games are the parents who build an elaborate playset in the back yard, fill it with toys and let the child amuse themselves. Rather than being taken someplace spectacular they are allowed to make up their own spectacular places.
Both styles have merit but they focus on very different things and have different outcomes.
The point is, if we refer to games like Dragon Age and Mass Effect as RPGs I don't really think the title applies well to games like Skyrim. It ends up creating improper expectations.
For example, a common complaint I've seen applied to Skyrim is the world seems generally unconcerned about the player, and that the player can do little to impact it. Personally I think this complaint is a carryover from the BioWare style games which focus heavily on those areas. Anyone who has played a previous Elder Scrolls game would have been used to that. While the ability to impact the game world is a great thing, its not the focus of that type of game.
You simply can't go into an Open World game like Skyrim with the same expectation you go into say, Mass Effect with. They are intended to provide totally different engagements.
Putting it another way: I play BioWare games to be told a story. I play Skyrim to make my own story.
Of course, the problem becomes that if we don't call it an RPG what do we call it. "Open World" sounds good, since that really encapsulates a lot of the engagements. "Sandbox" is nice, but the term is used so much these days I think it's become meaningless.
IDK, what does the rest of the community think?
If you haven't watched Extra Credits's three part series on Western Vs. Japanese RPGs, do so now : http://penny-arcade.com/patv/episode/western-japanese-rpgs-part-1
Seen it? Well, here's the short version: JRPGs and WRPGs have different "Core Engagements" so they aren't really part of the same genre. They have similar elements, but the reasons you play them are totally different.
That being said, lets take a closer look at Western RPGs. As far as I can see, there are two sub-types: Games like Dragon Age/Mass Effect/etc., and games like Skyrim. These two types of games are radically different. Sure, they have similar elements and may even share some core engagements, but you play them for totally different reasons.
For example, Exploration is an enormous aspect to Skyrim. Not really in Dragon Age. Flip side, Story and Character Development are probably the biggest part of Mass Effect. Skyrim's story is kind of phoned in.
Player Character Definition is a little sketchier. Defining your character in Dragon Age is very different from defining them in Skyrim. In the former case almost all the definition you do is done through dialogue. In the latter, it's more restricted to actions. So while you are defining them, you do so in radically different ways.
An analogy to further emphasize the different engagements I like to use is competing parenting methods.
BioWare games are the parents that plan out elaborate trips (say Disney) for their kids. They allow the child to make some choices about what they do, but it's still rather restricted and regimented. The lack of choice is balanced by the fantastic places you get to see.
Bethesda style games are the parents who build an elaborate playset in the back yard, fill it with toys and let the child amuse themselves. Rather than being taken someplace spectacular they are allowed to make up their own spectacular places.
Both styles have merit but they focus on very different things and have different outcomes.
The point is, if we refer to games like Dragon Age and Mass Effect as RPGs I don't really think the title applies well to games like Skyrim. It ends up creating improper expectations.
For example, a common complaint I've seen applied to Skyrim is the world seems generally unconcerned about the player, and that the player can do little to impact it. Personally I think this complaint is a carryover from the BioWare style games which focus heavily on those areas. Anyone who has played a previous Elder Scrolls game would have been used to that. While the ability to impact the game world is a great thing, its not the focus of that type of game.
You simply can't go into an Open World game like Skyrim with the same expectation you go into say, Mass Effect with. They are intended to provide totally different engagements.
Putting it another way: I play BioWare games to be told a story. I play Skyrim to make my own story.
Of course, the problem becomes that if we don't call it an RPG what do we call it. "Open World" sounds good, since that really encapsulates a lot of the engagements. "Sandbox" is nice, but the term is used so much these days I think it's become meaningless.
IDK, what does the rest of the community think?