Previously on the last episode of Skyrim isn't a RPG, let alone a good RPG.
So using the above quotes, drugs are bad and every game is a RPG.
Previously on the last episode of Skyrim isn't a RPG, let alone a good RPG.
So using the above quotes, drugs are bad and every game is a RPG.
Then Saints Row 2 isn't a RPG because there is no character differentiation and skill development.
If choices and consequences are what makes an RPG then....
Choices and consequences do matter because ADD weight, to your decisions. Skyrim only has the illusion of choice where everything has been already decided for you, forced to be on the rails.
I know they matter a lot but they are not the only thing that makes an RPG.
They aren't the only thing true, but it improves the roleplay experience by helping you to better adapt to the role.
Yes while you can ignore quests, there is no way to deny quests so they add up pretty first in your journal. Sure you can ignore quests, but when you do quests theres no real choice. No matter what you choose to say, there is no different outcome.
Sounds about right, Hagrid.
I'm not concerned with the classification. it's a game, and I like it.
That's my thought, too, and I think it is a good open world adventure game
Saints Row 2 is, at best, a sandbox action-adventure game with some basic RPG elements thrown in.
To reiterate some points I made in the previous topic:
So I consider Skyrim to be a lackluster RPG because the attributes and skills have been gutted, not because you the player can't make lots of world changing decisions in a heavily story-driven game.
Having a interactive storyline with branching dialogue choices and consequences for such choices make RPG video games much more funner to play though.
The problem with perks, as I said in the last topic, is they don't really add the layer of complexity they should be adding. Instead they're basically just there to simplify and speed up regular skill progression through % increases. So when people try and argue that perks somehow make up for the removal of attributes and skills, I would argue that they actually make the problem even worse.
Of course, I completely agree.
Personally, Pong is my favorite RPG.
I always relish that moment where I get to decide if my character would want to hit the ball or not.
Just because the game doesn't have any "skill development" doesn't make it any less of an RPG though. An RPG doesn't need a "skill-tab" in order to be an RPG. Besides, it does have skill progression. The more stuff you complete the better your character becomes and if you want you can pick and choose what bonuses to go after and limit yourself to the others for RP reasons, or you can go after everything and try to max out the character. Options!
And there is character differentiation, more-so than Skyrim really. I just posted 4 ideas for characters you can play out in the game, each of which will play different if you can stick to their roles. When I played through Saints Row 3 I created a black heavy woman in a red dress and combat boots that ran around using primarily shotguns which felt very different from my asian punk back in Saints Row 1, and in SR2 I created a dominatrix that used melee weapons the most and switched to a pistol whenever she 'had to' go ranged. Each character felt different despite the similar gameplay elements throughout the games and when I plan to play SR2 again I'm going to be a washed-up ex-cop who's got a tendency to drink even when it is a horrible time for it. And honestly, I felt more differentiation between these than I ever did in Skyrim. Could be because of how Skyrim doesn't play well (imo) in third person.
Oh and I just remember another one:
- "Just becuase an RPG doesn't have much choices and consequences doesn't mean you can't limit your character to fit your RP"
You can limit yourself in quite a lot of games, Saints Row 2 included.