From this whole thing you seem to be throwing the idea that the character becomes you instead of you becoming the character (See my skills vs stats thing).
In Linear RPGs, you're not supposed to pick every little thing that happens in the story, that's why its linear. In JRPGs, you take the role of that character, and whilst you may not like Whatsherface, the character you are in the role of might, and thus it is perfectly fine for them to fall in love with. They have their predefined personality that determines how they interact with other characters. That is one of the main differences between linear and non-linear RPGs - you have the character's psych made for you as opposed to you making it yourself.
Take Arkham City. Not a role playing game, but you role play Batman in it. Why do you not get the choice to kill Res Al Gul (Or however its spelt), why no option to let him kill Talia? Simple. Its not his character. He wouldn't do such a thing. He is a predefined character that you turn yourself into to play the game. That is the whole point of it being a Batman game.
Take then, a non-linear RPG, you are given no psych for your character, and asked to make one the have it define how you deal with things. This, for example in Skyrim, may determine how you deal with the Civil war more than your own personal opinions. If you play a Redguard, odds are your more than a little annoyed at the Imperials for selling off half your nation to the Thalmor. As such, even if you think the Imperials are the better option, your character might not and thus would side with the Stormcloaks. You become your character, not your character becomes you.
It is also the reason I said that the ME2 style Inventory system was more OK for linear RPGs - You know the character, and whether or not he'd search the enemies. Its not really up to you there, its up to what your character would do.
In freeform RPGs, as many options as possible should be provided to the player by the systems in place. Those systems will remain in place in all RPGs, but how they are implemented will change.
In a Linear RPG:
-The world will still react to you, but you play a pre-determined role. The world reacting to you is often better done than in non-linear RPGs as it is known what storyline things you will do.
-The non-skill-based-system remains the same. No skill is used, only tactical decision making.
-You will still have multiple ways to approach situations, though some options (Such as talking to guards to get them to kill the enemy for you) will not be available. See Deus Ex or Batman Arkham City. In Deus Ex, you can sneak past, fight out, hack turrets ect. when you approach conflict, but it is still a linear RPG with the majority of your choice in the story coming at that final moment.
Arkham City is very linear, but you are still given some options on how to approach battle. You can glide in and start punching, you can use gadgets and tools to disrupt the enemy and 'get em while their down', you can hang in the rafters and assassinate them one by one. You have choice on how to deal with the conflict - to an extent.
-You will still level up and progress
-You will still have an inventory system of some description.
There are of course 'Pseudo Linear' RPGs, which contain a mix of the characteristics of linear and non-linear RPGs. These are the most common CRPG, and allow the player an extent of choice, whilst still blocking them from doing certain things. I.E: In Dragon Age: Origins, you have to pick one of two sides in each thing, and there is only sometimes a 'let them sort things out themselves' option.
Let me also take this time to address something you said about the progression system. "But what if you are role playing a father, what are you going to level up then?" Or something along those lines. The answer? Nothing. You are a side character if you are only a father, and likely won't do much. Now, if you were a father whose son was kidnapped and you had to go find him - you have any number of things that could now level up. Speech as you talk to people to get info out of them. Sneak as you try to infiltrate bases to see if your son is there. Combat based skills as you engage the kidnapper's minions - there is now potential for growth. As a simple father, not much will change. I guess you could level strength by chopping wood for the winter, making it easier to do so in the future. You may level speech by talking to your family, and persuading your son to go to bed. Unless that role does something though, there isn't a lot to level, or a lot of room for growth.
Aurgelmir said:
To me defining the term Role Playing Game you have to look towards the origins of Paper and Pencil role playing.
Which, if I am not mistaken, derives from table top wargaming. The first games were very much all about the stats and fighting fights, the "playing your character" aspect came later.
So when I hear people say that unless you are given chance to create the personality of your character you are not playing an RPG, I get a bit miffed. Because to me that is a modern part of it, but all in all most RPGs are called this because of the stats and leveling mechanics.
Some times you can say games have "RPG elements" meaning that you get the leveling elements of an RPG, but with less emphasis on them.
I'm not going to do some RPG historical research and I'll just assume you're right. The games were not called RPGs until role-playing became a part of them, that's why they were just called just wargaming.
This I definitely agree with. There is a reason that RPGs are not called War Games, and this is one of them. The capacity to play a role rather than just deal with a battle in a war. Take Chess. It is a sort of war game. You have your pieces, your goal is to destroy the enemy's army or take their general. Yes, you could role play that you are the good king of Wonderland and they are the devil's army invading, but at its core it is about that battle, and how to win and who does win. If it were an RPG, there would need to be a reason to roleplay to do with the game, other than just 'I want to think that I'm being the good/bad guy here'.
Phoenixmgs said:
TehCookie said:
Phoenixmgs said:
Pretty much every JRPG is not a RPG because those games have no role-playing in them.
No you are just given a role or play instead of creating your own.
RPGs are just a badly named genre. A jellyfish isn't a fish because it has fish in the name. Role-playing games aren't games you play a role (you play a role in every game). Role-playing games were originally based off of D&D and include some sort of leveling system along with stats. RPGs are all about the numbers.
Completely disagree, you are "role-playing" as Lightning in FFXIII or Cloud in FFVII as much as you are "role-playing" as Bayonetta or Mario. You are controlling completely set characters in the Final Fantasy series, you can't just choose what they say or what they do. Tidus will fall in love with Yuna (the most uninteresting woman ever) and you can't do nothing about that.
I have a few friends that play DnD and MnM (Mutants and Masterminds) for all the wacky stuff they can do and say outside of battle. They don't care about numbers and leveling or min/maxing characters and all that stuff. I believe we have actually have had a session or two over the years where there was no battling whatsoever.
I already covered this in the linear v non-linear RPG thing further up.
Let me also point out that though your friends don't care about the numbers or levelling, the capacity for them is still there. Take CoD or BF3 here as an example. In them, you are given the option of picking multiple weapons, many better than others. What your friends are doing is saying that they don't care about the weapons. They don't care if they're stuck with the worst gun, they only care about running around shooting things. The capacity is still there for those who like picking their gun for the best stats ect., but you can play without that.
Though that is also a perfect example for what I've said about RPGs: You have had entire sessions with no battling. You can focus on doing things other than simply fighting your way to the finish, and finding other ways around it.
Anthraxus said:
In true RPGs...Characters skills/dice rolls/tactics > players twitch skills
Games should be judged first on their GAMEPLAY, because they're GAMES.
The only reason why table-top RPGs don't have physical player skill involved is because the limitation of table-top games, there is no physical skill involved with board games, chess, cards, etc. It's the nature of the medium. LARPing can involve the physical skill of players. Role-playing itself I would say is gameplay just as walking around talking to people is gameplay in adventure games.
There is more reason than physical skill not coming into it.
Note though that LARPing is LARPing, not an RPG. Live Action Role Playing, as opposed to a Role Playing Game. The skill required is something that defines a LARP as opposed to an RPG.
In table top games, there is a capacity for skill to be involved. For throwing weapons, get a target and have them throw a stick at it. For shooting bows, have a target and have them shoot a bow at it. For sword fighting, have someone else take up a weapon and see if their attack hits. RPGs don't focus on your skill, they focus on the characters skill. That characters skill is determined by their statistics instead of their players personal skill.
Joccaren said:
Let me also tell you something about playing a role, that discludes all FPS ever, all 3PS, all action adventure games - any game which requires the players skill and not strategy...
I only feel that is due to the inherent limitations of table-top gaming, you really can't allow physical skill in table-top games like board games, chess, cards, etc. You are not going to bring a replica sword to a DnD campaign and physically swing it to show the DM you good at swinging a sword, it's just totally unpractical. LARPing can involve the physical skill of players into the game while the system still has rules and limits players to what they can do. Whereas video games are inherently about a player's hand-eye coordination skills even way back to pong.
Whilst it may be impractical, it is possible. Hell, look at LARP. They bring swords and that and swing them to show their skill. As said above, the main difference between a LARP and an RPG is the skill involved.
Videogames are inherently about a players skill in some games. Are we saying Dragon Age Origins is not a video game because it follows the classic RPG formula of stats>skill?
The aim of CRPGs is to recreate the RPG experience on a computer. This means stats>skill is an inherent part of a CRPG, as much as it is an RPG.
-The capacity to role play. This includes the world reacting to you. Unless you're doing a massive single-person-plays-the-whole-world sort of thing, the world must react to you for it to allow role playing, as if you don't want to act out everyone else there is no capacity for them to act out themselves.
-No skill based system. This prevents you from not playing your character, but having them play you. Now, you are only able to play your character. Your characters skill determines things, and you are playing a role, 'nough said.
-Multiple ways to approach many situations, with little railroading. This is another part of role playing. You often don't have a choice of whether or not to do something monumentally stupid. Let me take the Deus Ex boss fights as an example.
- Agree. Video games do have limitations to how much the world can react to you, you can't expect this aspect to be perfect.
- I see what you are saying but I disagree, I explained why earlier in my replay. The game system can set plenty of rules and limitations while giving you abilities that you don't normally have. Plus, the aspect of role-playing the character through dialog and decisions (that have nothing to do with physical skills) is more important than physicality of the character. A sports player would say it is the person that he is that defines him, not that he's a football or baseball player.
- Agree. Deus Ex HR failed at the boss battles but the rest of the game succeeded at letting you approaching situations differently, for the most part.
-A progression system. I'll cover good and bad progression systems, but such things are not needed, only as points towards how good of an RPG it is, not whether it is an RPG or not.
A progression system is needed to show character growth. It does not need levels, or new ability unlocks and perks. It can be similar to Skyrim's, without its levels and perks, and still be a good progression system - just a different style of one. If your character gets better at things by some means, then it works. Be it using magic makes your spells more powerful, or you level up and add points to your intelligence stat and pick a magic ability to give yourself more magic power.
I disagree that you have to level up skills/abilities/whatever as character development is also a big part of character progression. What if you are role-playing as just a father, what skills and abilities would you even have to level up/improve?
-An inventory system of some description. Why? Well, you could RP a character with no belongings, but that's not true. It provides an opportunity for role playing. It doesn't matter if its a Dragon Age: Origins style inventory system, or a *Shudders* Mass Effect 2 Inventory System, but there needs to be one. You will notice this is a very broad span of inventory systems, and it is meant that way.
A bad inventory system is Mass Effect 2's inventory system. It gave the player little choice. Yes, you had the choice of which weapon you wanted to use, which armour you wanted to wear, but no choice on whether you searched dead enemies or not.
Agree, there has to be some kind of inventory system. Even if you are say a father looking for your son, you would need to have an inventory system for handling money and clues and stuff like that. I agree to a point about Mass Effect 2, it breaks some immersion when you can't search fallen enemies (or they don't drop stuff). I didn't mind it in Mass Effect 2 as I was an Infiltrator so sniping was my game and it's not like enemies were snipers, then I got a sniper rifle that didn't even make sense that Shepard would be able to carry so no enemies would've been carrying a better sniper rifle anyways. Or the RPG could be about upgrading weapons instead of getting better weapons like Dark Souls, which is all about upgrading your weapons into greatness instead of getting new and better weapons for the most part. Also, not letting you pick up literally everything enemies have on them could be done for the sake of game balance like shotguns in shooters have a much shorter range than real shotguns for the purpose of weapon balance.
A lot of this will have been covered further up, and I do get what you are saying, but I must disagree.
The things that I listed there are RPG elements. They get copy pasted into any number of other types of games. What differs between those games and an RPG is that those games merely include RPG elements, whilst an RPG is the RPG elements in their purest form. Pure Blood True RPG. Skyrim is an action adventure game with RPG elements. Dragon Age Origins I call a pseudo linear RPG.
These days, Hybrid RPGs are everywhere in the market, and many are often sold as pure RPGs. It is the problem with incorrect labelling. A pure RPG remains what P&P RPGs were, whilst there are mixes Pure RPGs and Pure Shooters, Pure RPGs and Action Adventure games, Pure RPGs and puzzle games. There is a line that I have yet to properly quantify at which I will accept a game becomes an 'RPG with X elements' rather than an 'X game with RPG elements'. On the RPG side of this line are things Like FO:NV and Mass Effect 1. On the X side of the line are things like Skyrim and Mass Effect 2.
This unfortunately leads to a lot of confusion, and often a lot of 'No True Scotsman' syndrome (Which I have quoted a couple of times previously) to try and make games the individual thinks are RPGs fit under the banner whilst excluding those they don't think are. RPGs have remained the same in their transition to computer. The main thing is that they have become mixed with other genres and advertised incorrectly to try and push a product to a certain crowd.