The Elder Scrolls games offer a roleplaying experience on pa

Post » Thu Jul 21, 2011 12:42 am

The lore is the deepest I've ever seen, in any fantasy universe.

The only rivals (in the video game world) would be Dragon Age or Mass Effect (maybe Fallout), but even they don't come close.

I'm glad that I have a fellow believer... :foodndrink:
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Rudi Carter
 
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Post » Thu Jul 21, 2011 7:56 am

The lore is the deepest I've ever seen, in any fantasy universe.

The only rivals (in the video game world) would be Dragon Age or Mass Effect (maybe Fallout), but even they don't come close.

I thik Dragon Agess lore is pretty underrated, but it's nowhere near the sheer originality of TES.
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Mariaa EM.
 
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Post » Wed Jul 20, 2011 10:17 pm

I thik Dragon Agess lore is pretty underrated, but it's nowhere near the sheer originality of TES.


I still think DA is pretty original (with the Templars and what-not), but still not the ES level.
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Erich Lendermon
 
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Post » Wed Jul 20, 2011 11:12 pm

I've said it several times before, but i'll say it again: Stats and character progression are the only vital features of an RPG. A lot of people think storyline, NPC interactions, etc. are vital features, but they're really not. You can have an RPG without a storyline, and you can also have an RPG without NPCs. You cannot have an RPG without stats. That's not to say things like storyline and NPC interactions don't contribute to the overall experience however.

Considering how vital stats are, a good RPG really needs a great system in place to represent the character's ability and how they progress and develop in the game. Without that, it pretty much fails as an RPG regardless of how good everything else is.

I think Oblivion is a great RPG maybe the best i've ever played. No game has ever made me feel i was apart of a world as well as that one does. You can't get more RPG than that to me.

Feeling a part of the world has more to do with the open-world aspect than the RPG aspect. Bethesda have always been amazing at creating open worlds in my opinion.
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Chris BEvan
 
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Post » Wed Jul 20, 2011 11:28 pm

I still think DA is pretty original (with the Templars and what-not), but still not the ES level.

I agree... Especially with the whole "Templars" and "Chantry" aspect. But, back to my original point, the Elder Scrolls universe rivals many of the fantasy universes that exist in our literature and in many cases, it may even go beyond. I think with the lore, that is a major seperation factor among the Elder Scrolls fans... Sure, any gamer can go out and pick up the game and have some fun... But the true fan understands the lore, the motives, the richness that the Elder Scrolls has to offer, and its yet-to-be-tapped potential...
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Averielle Garcia
 
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Post » Thu Jul 21, 2011 3:38 am

The series has always been a sandbox game. To place "roleplaying" restrictions so that you can be A or B but not C unless you are also E or F is complicated.

Adding to the fact that half of the Fallout NV complains are to the effect "why I can't complete all the quests in one play though".

I will say it is not worth the effort.
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alicia hillier
 
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Post » Wed Jul 20, 2011 9:59 pm

I've said it several times before, but i'll say it again: Stats and character progression are the only vital features of an RPG. A lot of people think storyline, NPC interactions, etc. are vital features, but they're really not. You can have an RPG without a storyline, and you can also have an RPG without NPCs. You cannot have an RPG without stats. That's not to say things like storyline and NPC interactions don't contribute to the overall experience however.

Considering how vital stats are, a good RPG really needs a great system in place to represent the character's ability and how they progress and develop in the game. Without that, it pretty much fails as an RPG regardless of how good everything else is.


Feeling a part of the world has more to do with the open-world aspect than the RPG aspect. Bethesda have always been amazing at creating open worlds in my opinion.


I have played many pen-and-paper RPGs and it is always the open-world aspect that has been the most essential part of it. Even as the GM, for me a huge part of the fun has been not having any clue what the players are going to try to do next and trying to weave my planned adventure into the narrative of the the player actions.

You can play a pen-and-paper game without rolling any dice, without having any stats at all.

But if you take away the choices of the player to play the role of their character, going where they want and doing what they want, then you are no longer playing a role-playing game, but instead a battle simulation tabletop game with miniatures.

No video game can come close to this aspect of roleplaying, but out of all the videogames I've played, the Bethesda open world sandbox games come the closest to pen-and-paper RPGs.
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no_excuse
 
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Post » Thu Jul 21, 2011 1:12 am

I have played many pen-and-paper RPGs and it is always the open-world aspect that has been the most essential part of it.

I agree with this... :shrug:
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Sophh
 
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Post » Wed Jul 20, 2011 4:13 pm

I have played many pen-and-paper RPGs and it is always the open-world aspect that has been the most essential part of it.

You can play a pen-and-paper game without rolling any dice, without having any stats at all.

But if you take away the choices of the player to play the role of their character, going where they want and doing what they want, then you are no longer playing a role-playing game, but instead a battle simulation tabletop game with miniatures.

No video game can come close to this aspect of roleplaying, but out of all the videogames I've played, the Bethesda open world sandbox games come the closest to pen-and-paper RPGs.

I disagree. There are plenty of linear RPGs that lead you down set paths and don't allow you to go where you want or do what you want. Having such freedom is only really essential to open-world RPGs, not RPGs as a whole.

Without stats however, everything is pretty much determined by your own skill rather than your character's... so you're effectively playing as yourself rather than roleplaying as another character.
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Kat Lehmann
 
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Post » Thu Jul 21, 2011 7:47 am

great thread and it has it all from bioware makes good games to oblivion was a great rpg
but was it as hardcoe as COD ? :P

As the OP pointed out role playing is mostly about character rather than skills , skills are supplementary . Your character can be evil, insane, disloyal , violent , alcohol addict or anything else but not all at the same time . Doing DB quest line and then joining the paladins is never role play IMO
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Kate Schofield
 
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Post » Wed Jul 20, 2011 11:12 pm

China called...they want their wall back.

Triple epic combo headshot kill! Holy [censored]! :obliviongate:
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Nicole Mark
 
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Post » Thu Jul 21, 2011 7:12 am

great thread and it has it all from bioware makes good games to oblivion was a great rpg
but was it as hardcoe as COD ? :P

As the OP pointed out role playing is mostly about character rather than skills , skills are supplementary . Your character can be evil, insane, disloyal , violent , alcohol addict or anything else but not all at the same time . Doing DB quest line and then joining the paladins is never role play IMO

I am of the belief that the term "COD" should never be mentioned on these forums... :shakehead:
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Toby Green
 
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Post » Thu Jul 21, 2011 12:49 am

I agree... Especially with the whole "Templars" and "Chantry" aspect. But, back to my original point, the Elder Scrolls universe rivals many of the fantasy universes that exist in our literature and in many cases, it may even go beyond. I think with the lore, that is a major seperation factor among the Elder Scrolls fans... Sure, any gamer can go out and pick up the game and have some fun... But the true fan understands the lore, the motives, the richness that the Elder Scrolls has to offer, and its yet-to-be-tapped potential...

Tamriel isn't a game location, it's somewhere you live

But if you take away the choices of the player to play the role of their character, going where they want and doing what they want, then you are no longer playing a role-playing game, but instead a battle simulation tabletop game with miniatures.


Well said
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Rhiannon Jones
 
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Post » Thu Jul 21, 2011 1:50 am

I disagree. There are plenty of linear RPGs that lead you down set paths and don't allow you to go where you want or do what you want. Having such freedom is only really essential to open-world RPGs, not RPGs as a whole.



If you are talking about Action RPG videogames, yes, of course, as I mentioned earlier in this thread, there have been some rigidly structured, but very well-done games by developers like Bioware that allow the player to experience an epic story that is fully fleshed out, where the PC has a predefined role to play with some smaller choices that affect the final outcome. Neither this type of rigidly structured game, nor the more open world videogame RPGs are necessarily better than the other from an empirical perspective, but on a subjective level, some fans prefer one or the other, and some enjoy both types of games.

If you are talking about pen-and-paper RPGs, I have never heard of any linear games like what you are describing. If they do exist, personally, I don't think I would enjoy playing them. Over the past 20 years, I have played a lot of games like AD&D, GURPS, OSRIC, C.H.I.L.L., Call of Cthulu, Shadowrun, Gamma World, Doctor Who, Star Wars D20, etc., and whether playing as GM or player, there was always been that freedom to roleplay your character, going where you want and doing what you want.
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sarah simon-rogaume
 
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Post » Wed Jul 20, 2011 9:43 pm

Tamriel isn't a game location, it's somewhere you live

Exactly... Well put... :foodndrink:
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SexyPimpAss
 
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Post » Thu Jul 21, 2011 7:33 am

I've said it several times before, but i'll say it again: Stats and character progression are the only vital features of an RPG. A lot of people think storyline, NPC interactions, etc. are vital features, but they're really not. You can have an RPG without a storyline, and you can also have an RPG without NPCs. You cannot have an RPG without stats. That's not to say things like storyline and NPC interactions don't contribute to the overall experience however.

Considering how vital stats are, a good RPG really needs a great system in place to represent the character's ability and how they progress and develop in the game. Without that, it pretty much fails as an RPG regardless of how good everything else is.

Well... yes and no. Yes - you're ultimately right, but not in the way that you appear to think you are.

Even in this, you make stats subsidiary to "the character's ability and how they progress and develop in the game." And that's as it should be, because that's really the heart of roleplaying. You're right that stats are generally necessary, but they're necessary only insofar as they serve the purpose of defining the character and representing the character's abilities and relationships with the rest of the game world. That those things exist, and more that they be variable and, to whatever degree is necessary and proper, unique, is really the key. That they generally must be represented statistically is secondary.
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xxLindsAffec
 
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Post » Thu Jul 21, 2011 1:28 am

I've said it several times before, but i'll say it again: Stats and character progression are the only vital features of an RPG. A lot of people think storyline, NPC interactions, etc. are vital features, but they're really not. You can have an RPG without a storyline, and you can also have an RPG without NPCs. You cannot have an RPG without stats. That's not to say things like storyline and NPC interactions don't contribute to the overall experience however.

Considering how vital stats are, a good RPG really needs a great system in place to represent the character's ability and how they progress and develop in the game. Without that, it pretty much fails as an RPG regardless of how good everything else is.

It's not essential to a video game, role playing requires interaction and things to flesh out the character.
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Shannon Lockwood
 
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Post » Wed Jul 20, 2011 10:03 pm

i like the fact that the elder scrolls games are like sand box games. sure it might seem a little odd that im the arch mage and the grey fox at the same time but i dont want half assed artificial restrictions on what i can do.
to enforce your decisions in a meaningful way would be to drastically alter the design philosophy of these games and i wouldnt want that because i love the direction these games are going in
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Casey
 
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Post » Thu Jul 21, 2011 6:04 am

Without stats however, everything is pretty much determined by your own skill rather than your character's... so you're effectively playing as yourself rather than roleplaying as another character.


with pen-and-paper games, just as you can roleplay a character who has a speech impediment, or a mental disorder, even if there is no stat for that, you can roleplay a character who is mentally deficient, strong, craven, etc., even if your character sheet has none of these stats listed. I haven't played this type of game very often, but we did have a lot of fun with it. What matters is that you have a GM, some kind of a planned adventure and some characters making choices and a narrative that develops out of those choices. A GM can decide the outcomes of battles and attempted actions just as easily as a dice roll, often resulting in a more dramatic outcome.

if you take all of that away and keep only the stats and dice rolls, you are playing a tabletop battle simulator game - which could be fun; however, it's not a role-playing game.
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Ryan Lutz
 
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Post » Wed Jul 20, 2011 6:08 pm

Well... yes and no. Yes - you're ultimately right, but not in the way that you appear to think you are.

Even in this, you make stats subsidiary to "the character's ability and how they progress and develop in the game." And that's as it should be, because that's really the heart of roleplaying. You're right that stats are generally necessary, but they're necessary only insofar as they serve the purpose of defining the character and representing the character's abilities and relationships with the rest of the game world. That those things exist, and more that they be variable and, to whatever degree is necessary and proper, unique, is really the key. That they generally must be represented statistically is secondary.

That's kind've what I meant. Stats are necessary for defining the character, and representing their abilities and progression (how else would you achieve this without stats?). Whether the stats are visible to the player or in the background is somewhat less important.

It's not essential to a video game, role playing requires interaction and things to flesh out the character.

Interaction is not required. You could have an RPG set inside a small, featureless room where you don't encounter anyone or anything. It wouldn't be much of an RPG, but it would still be one.

with pen-and-paper games, just as you can roleplay a character who has a speech impediment, or a mental disorder, even if there is no stat for that, you can roleplay a character who is mentally deficient, strong, craven, etc., even if your character sheet has none of these stats listed. I haven't played this type of game very often, but we did have a lot of fun with it. What matters is that you have a GM, some kind of a planned adventure and some characters making choices and a narrative that develops out of those choices. A GM can decide the outcomes of battles and attempted actions just as easily as a dice roll, often resulting in a more dramatic outcome.

Pen-and-paper roleplaying is very different. If you applied that logic to video-games, you could argue that any action-adventure game can be considered an RPG.
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Pawel Platek
 
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Post » Thu Jul 21, 2011 2:51 am

There is nothing stopping your character from doing both the Dark Brotherhood questline and the Knights of the Nine questline on the same playthrough which would define your character as being both a ruthless and bloodthirsty assassin as well as a noble paladin that protects the innocent (2 mutually exclusive character traits that cant realistically exist in a character without a multiple personality disorder)


I actually did this, I made a Bosmer thief who went through the DB and then went on the pilgramidge as an act of redemption for his past sins.
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Sarah Edmunds
 
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Post » Wed Jul 20, 2011 9:10 pm

Pen-and-paper roleplaying is very different. If you applied that logic to video-games, you could argue that any action-adventure game can be considered an RPG.


so what is the essential quality of a role playing game if it is not stats, not dice rolls and not the freedom to role play a character, "going where you want" and "doing what you want"?
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Brian Newman
 
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Post » Thu Jul 21, 2011 4:31 am

so what is the essential quality of a role playing game if it is not stats, not dice rolls and not the freedom to role play a character, "going where you want" and "doing what you want"?

Stats are essential for a roleplaying video game. Being able to go where you want and do what you want is not.

Maybe we should just agree to disagree. It's 9:20am here and I haven't slept all night, so i'm really in no mood for having a proper argument about this (as you can probably tell from my half-assed responses).
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Sophie Morrell
 
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Post » Wed Jul 20, 2011 6:30 pm


---

Contrary to popular belief a single player roleplaying game should not be about defining your character by writing a background story before the game even begins but defining your character by the actions and choices he makes along the journey, you dont simply create a character at the start of a game but instead your forge him/her over the course of the game, your character doesnt start out as a noble paladin or ruthless assassin but depending on the choices you make over the course of the game that is what he/she can become. Dont get me wrong as I love the Elder Scrolls games however to become true roleplaying games they need to be more than just sandbox games that just give you a bunch of actions and quests to perform, there needs to be choices and consequences for your actions, no 2 characters should be alike and the world should change to reflect that, the actions of your character should leave a mark on the world and while the world of 2 different characters may start off the same they will become 2 completely different places by the end of the game.


I agree!! That's what single player roleplaying games should be about. But when I accept that the devs have trouble with things like spears, I dont expect them to implement such level of complexity, yet. But your philosophy is true. Games should be like that some day.

For now I'm satisfied if Skyrim ends up to be just a little less static than it's predessecors.

Oh, and btw, going from paladin to assassin is one of the natural courses in Obl.

Do the main quest and become a paladin. Enjoy your triumph a little too much (drinking and skoomaing) until you loose all morale and discipline. You will end up in SI eventually, and the plotline here provides enough madness to erase whatever is left of your former personality and ethics. Back in Tamriel you'll be ready for the Dark Brotherhood.

This 'play' could easily happen in the first playtrough, accidentially, and if you get sick of being an assassin you may end up with the knights of the nine and save the world again. It's the old rise-fall-ressurection-drama, and Bethesda made it possible to 'experience' better than any dungeonmaster I ever knew.
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KiiSsez jdgaf Benzler
 
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Post » Thu Jul 21, 2011 3:56 am

LULZ

LULZ, the sign of a well-considered argument.

a single player roleplaying game should not be about defining your character by writing a background story before the game even begins but defining your character by the actions and choices he makes along the journey, you dont simply create a character at the start of a game but instead your forge him/her over the course of the game, your character doesnt start out as a noble paladin or ruthless assassin but depending on the choices you make over the course of the game that is what he/she can become.

Just like in Oblivion.

By definition, the character is the role. In any RPG, you do simply create a charater at the start, and you can start out ruthless or noble.
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Cool Man Sam
 
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