Phoenixmgs said:
If someone gave me a game I knew nothing about and said it was a RPG, I'd have no idea how it would play. The following is from my initial post:
The following are games that are universally considered RPGs by professional gaming journalism: Final Fantasy XIII, Skyrim, Demon's/Dark Souls, World of Warcraft, Star Ocean, Resonance of Fate, Disgaea, Deus Ex, Fallout, Mass Effect, Dragon Age, Alpha Protocol, Valkyria Chronicles, and many more. Pretty much all of those games listed have gameplay that are nothing like each other. Demon's/Dark Souls is as different from Mass Effect as Bayonetta is from Call of Duty. Basically, if I were to hand you a game you knew nothing about (brand new intellectual property) and tell you it was a RPG and nothing else, you'd have no idea how the game would actually play; you wouldn't know if it had turn-based combat, 1st/3rd-person shooting, hack and slash combat, etc. The only thing that would be pretty much guaranteed to be present is someway to level up your character(s) by increasing stats and/or skills and abilities.
Therefore, the RPG genre is the most nondescript genre in video games. At least if every RPG focused on role-playing, every RPG would then have a common major element.
When someone told me a game was an RPG, I would instantly think of
RPG elements, things that, you know, kinda share their name with RPGs as they are omnipresent in them. Now, of course RPGs of different descriptions exist. Action RPGs - focus more on combat than the anything else - JRPGs - more focus on turn based combat and inventory up until some of the more recent titles, with less on you controlling every decision the player makes - Hardcore RPGs - focuses on heavy RPG elements in all sections: Inventory, levelling, combat, agency, ect. - story RPGs - where the story and agency come in reasonable balance, with RPG mechanics - linear RPGs - The western equivalent of JRPGs, though to varying degrees of linearity - and then the Hybrid RPGs - games like Mass Effect 2 that, whilst they have some RPG elements, also have strong elements from other genres, such as shooting.
Why so many categories? For the same reason the whole genre system exists in the first place: Information.
What is the point of the RPG genre if it quite honestly tells us nothing about the game?
'You will have more agency than a usual game'. I have more agency in GTA than your average game these days. It is not an RPG.
The label RPG MUST carry certain values with it. Mechanics are an important part of this. Whilst all the RPG types listed above will have different individual attributes, there are certain factors that will stay omnipresent, except in the hybrids (To which I would be told 'Shooter with RPG elements/RPG with shooter elements' rather than just 'RPG'). The thing that changes is how much focus is put on each element. In JRPGs and Linear RPGs, your Agency is taken back a lot, but the other RPG elements are still strong. Play the earlier final fantasy games and tell me they don't have strong levels of other RPG elements. Hardcore RPGs to Action RPGs though will all have the strong inventory system, levelling system, stat based combat - RPG elements - in them. The difference is often which it focuses on.
Hybrid RPGs offer the exception. They keep some RPG elements - usually player Agency and interactivity with the world - and apply different genre's mechanics to them. Dependent on where the focus lies - the RPG elements or the other game elements - will depend on where it falls on that scale I mentioned earlier.
For a game to be a shooter, you have to controlling the character and actually aiming and shooting yourself. There really aren't any shooters that don't have those characteristics. That's why a game like Valkyria Chronicles isn't a shooter. Also, the game has to focus on shooting as well. If Skyrim only had bow and arrow shooting, then it would be a shooter.
So now we see, it is more than just 'It must involve shooting' for it to be a shooter, similar to how it is more than 'it must involve role playing' for it to be an RPG.
That's an awfully nice DM then. DMs are supposed to do things that go unnoticed by the players to help them out or even make things tougher. If the DM realizes he made the dungeon too tough, then he'll take out a monster here and there.
Not necessarily. You need to roll a 1 to fail a test on a lethal trap that you are dodging. The only way you can fail and die is if you roll a one. It is pretty much certain that you will roll anything but a one. You roll a one. Is the DM awfully nice for going 'That was a seriously crap roll, give it another shot'?
Then there's also the DM that just wants to get your character through their story, rather than having to deal with a different character coming in. Likely as they have something planned for your character specifically later on, which can no longer happen. That's more of a story focused DM than a awfully nice DM. They may have even written it in for the story to kill you, but not there or then. Dependent on the version of D&D you play, the DMs story can be more important than you making a difference to it.
Isn't the journey almost always more important than the story? Look at Lord of the Rings, the story is real simple. The only times the story really shines is when it's really complex like say the movie The Prestige. And, you can only do stories like that in a completely scripted manner anyways.
Hehe, Lord of the Rings. That just reminds me of a spoof I saw where after they all meet up they fly the giant eagles to Mordor, and Frodo drops the ring into the volcano from the back of one of the Eagles whilst the other characters grab Sauron's attention by saying his mother had cataracts.
And yes, often the journey is more important than the story. Look at Lord of the Rings though. Your own example of the journey being more important than the story. The journey is 100% linear with no roleplaying (By your definition anyway), so what is the point of bringing it up?
What I find, and that you may be neglecting, is that the journey is actually a part of the story. The basic plot and outline of the story, the blurb, back cover preview, synopsis - ect - is less important than the story when it takes place. The journey, if you will.
Those are really just choices on whether you wanna do the sidequest or not. That's the same as choosing to do or not do the loyalty missions in Mass Effect 2, those aren't real choices.
Actually, they are dependent on how you do the choices. If you go down the 'I don't want to do this sidequest, so I wont do it' route, yes, it isn't a good choice. If you exclude player knowledge and go by a character based decision, it is a real choice. First time I player AC, I had no idea what the Mad Hatter quest was - or even that there was one. I merely got a radio broadcast about a cure drop, and my character became hopeful and suspicious at the same time. He ended up deciding to investigate, as if it was dangerous might as well deal with it now, whilst if it was true then it would provide a great advantage as now you no longer needed to get the cure from Joker. He then found out that the Mad Hatter had tricked him, and did the sidequest. That wasn't a 'Oooh, another sidequest' sort of thing. That was a, from my character's point of view 'I'm dying, nearly dead, and running out of time. Apparently Harley has already got the cure to Joker, so if its gone its already gone, whereas this presents an opportunity to survive and get cured even if it is gone. If it is a trap, then I am living on borrowed time anyway and should be able to handle it. It is worth the risk to investigate it if it may save my own, and much of Gotham's citizen's, life/ves'.
Same sort of thing in ME2. If you decide to not do Jack's loyalty quest as your character doesn't like her, not because you can't be bothered, then that is a legitimate decision and a part of role playing. If you make your decisions based off how it will benefit you in the game, not on how your character would make that decision, you aren't roleplaying.
Batman can't actually decide the fate anyone in the game, that political prisoner you chose not to save will be ready to be saved next time you glide by.
Come now, don't pretend its any different in Mass Effect 1 or 2 (In two there is one mission that is timed and has an effect if you don't do it there and then - the end one - but otherwise its all the same). If you don't recruit your squad fast, and spend more time joyriding and doing side missions, the collectors will not attack Horizon until you are ready. If you don't save Feros early, or Liara on Therum early, they'll be in the exact same state when you get there later. Hell, a lot of the time you can just abandon the mission and come back to it later from memory, so it is pretty much the same thing.
Now, if you could choose to not save the political prisoner because you don't agree with his politics and aid in the beating, then that would be something.
That, however, would never happen as it is not in Batman's character. He would save the political prisoner (More often a political prisoner because they helped build Arkham city than because they had different politics to Strange), and question him or inform him to change his policy rather than helping beat him up. Its Batman's character. Saying something like that is like saying Shepard should be allowed to start off as a simple colonist rather than someone in the military. Its part of his character that he's in the military. it is a semi pre-defined character. With Shepard you get a fair bit more freedom, but some things are still restricted as Shepard wouldn't do that, and to help the story progress further.
Deus Ex HR's final choice would've been a lot bigger if the game wasn't a prequel, but you already now how the future is going to play out so it made the choice seem rather unimportant.
That among the lack of buildup to the choice. The story had a unique advantage of being able to show both the positive and negative side of Augmentation. It focused on the negative. Based off what you saw throughout the game's main story, there isn't a lot of reason to pick a Pro-Augmentation option. Some sidequests showed the good side of Augmentation, but the main story itself focused almost exclusively on the bad. It can be used to control people, to hack places, to build an army to conquer the world, to destroy the world, any number of bad things are bought up. Most of the time, the only positive thing you'll hear about it will be a random NPC talking about that amazing new construct that was only possible thanks to augmentation. Its almost trying to force you to pick anti augmentation. I will agree that some of this likely still comes down to the original games and the decision that was made for them, but showing some of the positive effects of Augmentation more prominently would have been possible without ruining the continuity of it all.
I pretty sure you could go into the meeting with the Asari chick at Omega being respective of her power there or more aggressive (hey I'm a Spectre, *****). Of course, the NPC has scripted response based on how you go about that meeting, but that's the limitation of video games.
Thing is, limitation of video games is limited responses, not that all responses must be the same. It is the limit of the ME2 story that means that no matter what she will help you. It would be quite easy to make her decide to make you a wanted man on Omega if you were too rude to her - the story would be broken because of such though, and thus it would never be implemented.
The of what to say, like so many in the Mass Effect Franchise, has no effect on what ends up happening. Not due to a technical error, but due to the story being Pseudo Linear. At certain points you will be allowed to change things. At most, you will not.
I'm not saying that pure RPGs don't exist, but you act like a pure RPG has to have like 100 exact elements to be considered a pure RPG. Half-life, Call of Duty, and Vanquish are very different shooters but I would call them all pure shooters, I wouldn't call any of them hybrid shooters. You gotta have the same core components to a pure whatever game.
Learn the definition of pure.
http://dictionary.reference.com/browse/pure
"free from anything of a different, inferior, or contaminating kind; free from extraneous matter"
RPG elements free from the elements of other games. 100% exact RPG elements, and it is a pure RPG.
A pure shooter is a game that has shooter elements and nothing else. I'm not going to bother defining shooter elements, as they should be obvious.
There are, of course, universal elements. A story - or context - of some kind will be in pretty much every game, and is one of the building blocks of modern games. These don't effect how 'pure' a game is, neither does their complexity, as it is a universal element. It would be like saying Pure gold is not pure as it has different isotopes in it.
When you get to games like Mass Effect, they are not pure shooters as they contain RPG elements. Multiplayer shooters these days are no longer pure shooters due to the intensive level up and unlock bonuses systems.