4RM3D said:
Games have different genres, e.g. adventure, FPS. Now RPG is also a genre, but I have always found it to be ambiguous. When asking people to name an example of a RPG, you will get answers like Final Fantasy or Fallout or Skyrim. But when I name a racing game (e.g. Need for Speed) then that's not a RPG but a simulation game. I understand, but I have been thinking... Aren't you "roleplaying" a race driver and doing some insane stuff on the race track (or in case of GTA, off the track)?
The question I ask you: What makes a game a RPG?
It can't be a story, a moral choice or an open world, because some RPG games don't have any of those (like Final Fantasy XIII

. Stats (statistics) you say? The ability to customize the character you are playing? Nope. Mass Effect 2 is a RPG (an action RPG, but still), but it rarely has customization apart from choosing a class.
What then? Is there a checklist of requirements for RPGs and does it have to have a combination of things to be called a RPG? The lines between the RPG genre and some other genres are fading, but we can still classify something as a RPG... On what grounds?
Now, don't get me wrong, I am not here to bash games. I am not saying Mass Effect or Final Fantasy are bad games. I am just talking about the RPG aspect.
So, I ask once again: what classifies a game as a RPG?
We can all identify RPG games, but can we explain it?
I went into a lengthy explanation before, and then the thread got shut down so I couldn't respond to a respondee. To put it bluntly there is a simple answer to this question, though it's going to piss a lot of people off because of how people want to define RPG.
Speaking strictly in terms of fact, this is how it is:
RPGS are all about statistics determining the results of actions, rather than the abillities of the player. The idea being that in a regular game you can't get past your basic limitations as a person, such as being weak, slow, dumb, or inherantly unlikable, in an RPG the idea is that someone can effectively take on the role of a character that is nothing like themselves and control it indirectly.
In absolute terms the litmus test as to whether something is an RPG or something simply claiming to be an RPG is whether or not your abillities as a player are determining the outcome. Despite what the name appears to mean, it's not about playing a role in the sense of acting, but rather that the role is what plays the game and determines the oucome. Super Mario Brothers is not an RPG for example because it's your coordination and timing that determine success or failure at the game.
To understand what RPGs are you have to look at where they were invented, which also explains the meaning of the term. They did not just appear magically one day with an unknown origin, indeed we know pretty much where and when they were invented, and even who made them popular and put them into circulation.
RPGS are the child of wargames, which was where people would sit down and command armies to similate historical battles using sand tables and a lot of minatures, with statistics to represent each piece, and dice to determine the roll of fortune as to say whether an unreliable weapon like matchlocks were going to fire. As time went on they moved from historical simulation, into alternative history, and then eventually into pure fantasy as people found ways to try and simulate things like orcs and elves using the same numbers. Due to the price and complexity of entry you started also seeing these games reduce in scale from massive clashing armies, down to smaller, skirmish based confrontations where there was an increasing focus on invidual units and equipment. This eventually turned into the idea of games where each player would take on the role of a specific warrior and conduct the battle purely with statistics and dice.
It's a ROLE playing game, because you would basically be rating the relative values of say the armor and equipment of a Samurai vs. that of a Spartan, and then rolling dice for the oucome. Sort of like say "The Deadliest Warrior" with college nerds... purely an intellectual exercise.
This turned into the idea of people creating specific characters based on fantasy to fight, and see who would win, and then into the idea of coming up with reasons for battles, etc... etc... until you saw the formation of things like Dungeons and Dragons.
RPGS on computers were simply when people decided to take that format and have a computer crunch the numbers and take on the role of a GM (albiet not as adaptive).
Strictly speaking, an RPG requires no plot, no world setting, and nothing else but for an action to be simulated statistically without any kind of action on the part of the players.
If you look at some of the most detailed fantasy worlds out there that came from RPGs, like say The Forgotten Realms, or Grayhawk, and read about the people who created them, the simple truth is that they did not start out as these monsterous piles of plot and color. They literally began as pointless monster pits. The Forgotten Realms for example was based around a dungeon called "Undermountain" and the town of "Waterdeep" was developed as a place for the PCs to spend their money, and the world was built outwards from there as the desires of the GM and players expanded. This is how you wound up with quirky things like a guy building a bar directly on top of the dungeon entrance in Waterdeep (Durnan's "Yawning Portal") Durnan was the character of one of the original players, and I believe he came up with that idea when he was like 13 or something from when I was reading... but it became an immortal part of one of the most developed RPG worlds of all time. Grayhawk is similar except it was all built around the dungeons of castle Greyhawk.
Now, to be honest as time went on and these games got furhter and further away from their roots people began to associate the trappings of an RPG with what makes an RPG what it is. Oftentimes focusing on what makes the game appeal to them, and yes spawning plenty of arguements about actual role-playing, roll-playing, and the needs of player freedom compared to that of the story and whether the GM should adapt to them, or vice versa, and so on and so forth. Most of which misses the point that none of that matters in the end, what matters is that when you play, you as the player don't do anything, but rather speak for a character far differant from yourself. You don't swing a sword, but will say "Dwarg swings his sword" and then the results are calculated mechanically, all that matters is your intent....
Thus, even if a game claims to be an RPG, in the end if the big determining factor is you working the controls, it's not an RPG. A final fantasy game where you select "attack" and the computer determines the results based on the relative abillities of character and monster is an RPG, it's storyline, etc... have nothing to do with that. Something like "Dark Souls" might have RPG elements since stats do influance things, but are not an RPG because in the end you have to aim and swing your weapon, and avoiding traps and attacks and such depends as much, if not more, on your abillity to control things as a player than the raw statistics of your character.
It's not nice to say so, but RPG has gained a sort of intellecual association (due to it being largely a mental exercise), it's one of those terms used to make a game see unusually highbrow, and where players... whether they realize it or not, want to be able to have that "smart people" distinction. This is why so many people will argue the point, or try and be clever based on the term "role-playing" and point towards acting, without realizing it that it's role-playing in the terms of assuming control of a single role/character, as opposed to say a squad or army.