So wait, Skyrim as a role playing game?!

Post » Sat Dec 17, 2011 2:00 am

You don't create a character in Skyrim, you pick a character. In Total War, I pick a faction. Just because there isn't a gender or appearance window doesn't mean there's a meaningful difference.

Even if we assume that there actually is character customization in Skyrim's character creation that does not exist in Total War, the existence of a single RPG element in Skyrim's creation system does not immediately make Skyrim an RPG where Total War is not. There are many RPGs (mostly computer ones) that start you as a preset character and offer less choice than either Skyrim or Total War. Those games are still RPGs despite having no actual character creation at all.

Nope, you create a character in every ES. In Skyrim its more of an ongoing thing since Beth wanted to dumb down creation for people that wanted to dabble, as oppose to commit to a class, role, archetype etc. In TW you don't. Fact, and end of discussion.

It has marriage system.
It has guilds that you can donate and support for rewards.
Combat is WAYYY better.
Other NPCs actually function on their own with each other through both hostility and peace.

Oh and here is the most awesome feature that even Skyrim is missing.

Your actions and status change your reputation among factions which actually change how they deal with you.

Plenty to roleplay off of!

And don't forget, you are the GM! Only your creativity and imagination is limiting the roleplay potential of TW games.

It has more strategy than it will ever have RPG mechanics. TW is a strategy game. Fact. And, end of discussion.

You guys can keep quoting and posting me, but I won't be acknowledging your ignorance.
User avatar
Alexandra Louise Taylor
 
Posts: 3449
Joined: Mon Aug 07, 2006 1:48 pm

Post » Fri Dec 16, 2011 10:21 pm

Nope, you create a character in every ES. In Skyrim its more of an ongoing thing since Beth wanted to dumb down creation for people that wanted to dabble, as oppose to commit to a class, role, archetype etc. In TW you don't. Fact, and end of discussion.

We aren't talking about on-going character development, we are talking about character creation. Skyrim has no customization beyond race selection and appearance at character creation. All other factors are determined after creation as you progress and develop your skills.

Character development in Skyrim is no different than faction development (research, advances, army building, etc) in Total War.
User avatar
Jesus Duran
 
Posts: 3444
Joined: Wed Aug 15, 2007 12:16 am

Post » Fri Dec 16, 2011 9:29 pm

You guys are kind of missing their point. Their point is not that Total War is an RPG (it isin't) but that, according to the ''but you are your own GM!!'' arguments presented in this thread, they are very similar in terms of mechanics and in term of the player's investment in the world. Total War has RPG elements (lots of them, even) but I would hesitate to call it a RPG. You may decide a lot of things, but ultimately it's the available units and player skill that matter much more than the decisions the player makes in-story. Like in Skyrim; yes you decide if you are a mage, an archer or a warrior. But in-story, you can't make many decisions. Most ''choices'' in TES are basically do it or don't. That's not a choice, that's being either apathic or blindly jumping in something that doesn't concern you. Seldom are you given a reason for doing things, you can almost never expose why your character does this. Why can my pure warrior become arch-mage? Yes, I can decide not to do it. But the simple fact I can do it is already bad; I should not be even able to become an Arch-Mage unless I am very skilled in magic. There are dozens of similar situations in Skyrim. Sure, I can make up reasons in my head. But in-story, those reasons do not exist. And RPGs are about the player's decisions influencing the story above all else. I simply cannot influence the story in Skyrim as much as I can in TW2, Dragon Age, ect. For most quests, anyhow, there are exceptions and I am pleased they exist. But the majority of the game still follows a model I am not confortable with.
User avatar
Guinevere Wood
 
Posts: 3368
Joined: Mon Dec 04, 2006 3:06 pm

Post » Fri Dec 16, 2011 9:51 pm

Lets dissect this, shall we?

RPG -> R.P.G. (acronym) -> Role Playing Game
| | |
You play as a role | |
You are playing |
A game

Yup. An RPG.
User avatar
Emma Pennington
 
Posts: 3346
Joined: Tue Oct 17, 2006 8:41 am

Post » Fri Dec 16, 2011 4:37 pm

Anyway, with that cleared up for the ill informed, I however would like a ES TW game. In the vain of TW strategy that is, with the races/provinces, as chosen factions. It would be an excellent STRATEGY game.
User avatar
maya papps
 
Posts: 3468
Joined: Mon Aug 07, 2006 3:44 pm

Post » Fri Dec 16, 2011 11:19 pm

It has more strategy than it will ever have RPG mechanics. TW is a strategy game. Fact. And, end of discussion.


It has more strategy true, but it also has more roleplaying elements than Skyrim in many aspects.

You guys are kind of missing their point. Their point is not that Total War is an RPG (it isin't) but that, according to the ''but you are your own GM!!'' arguments presented in this thread, they are very similar in terms of mechanics and in term of the player's investment in the world. Total War has RPG elements (lots of them, even) but I would hesitate to call it a RPG. You may decide a lot of things, but ultimately it's the available units and player skill that matter much more than the decisions the player makes in-story. Like in Skyrim; yes you decide if you are a mage, an archer or a warrior. But in-story, you can't make many decisions. Most ''choices'' in TES are basically do it or don't. That's not a choice, that's being either apathic or blindly jumping in something that doesn't concern you. Seldom are you given a reason for doing things, you can almost never expose why your character does this. Why can my pure warrior become arch-mage? Yes, I can decide not to do it. But the simple fact I can do it is already bad; I should not be even able to become an Arch-Mage unless I am very skilled in magic. There are dozens of similar situations in Skyrim. Sure, I can make up reasons in my head. But in-story, those reasons do not exist. And RPGs are about the player's decisions influencing the story above all else. I simply cannot influence the story in Skyrim as much as I can in TW2, Dragon Age, ect. For most quests, anyhow, there are exceptions and I am pleased they exist. But the majority of the game still follows a model I am not confortable with.


I wish I can give you real cookies for getting my sarcasm and the main point I was trying to get across. <3
User avatar
Anna Kyselova
 
Posts: 3431
Joined: Sun Apr 01, 2007 9:42 am

Post » Fri Dec 16, 2011 1:02 pm

Like I said pages ago, whatever it is Bethesda do? They're great at it. But what that is doesn't really fall in line with the traditional cRPG definition. Thing is, I'm not so sure it really matters.
User avatar
Life long Observer
 
Posts: 3476
Joined: Fri Sep 08, 2006 7:07 pm

Post » Fri Dec 16, 2011 4:25 pm

This is no different than the faction differences in Total War.

The difference is Character versus Faction.

Yes, Strategy games have RPG mechanics. However, in order to be an RPG, said Strategy Game must narrow the player's focus to a single unit.

Can you chose your character's (Not faction, Character) skills and equipment, and control him directly? If not, it fails to match the definition of RPG.

In fact, I'd say most Strategy Games have more "RPG Mechanics" as a whole than most RPGs, because RPGs are derived and created from Strategy Games, by casting you into playing the role of a single Hero soldier unit in a Strategy Game.

The very first (And now most popular and famous) RPG system was nothing more than rule variation on an early Strategy Game, Chainmail.

TES is descended from D&D, which is descended from Strategy Games.
User avatar
Jessie
 
Posts: 3343
Joined: Sat Oct 14, 2006 2:54 am

Post » Fri Dec 16, 2011 4:26 pm

Can you chose your character's (Not faction, Character) skills and equipment, and control him directly? If not, it fails to match the definition of RPG.

Only in Shogun II multiplayer, which hardly qualifies.
User avatar
Destinyscharm
 
Posts: 3404
Joined: Sun Jul 23, 2006 6:06 pm

Post » Sat Dec 17, 2011 1:39 am

The numbers aren't just there for show on the menu though. They're there for gameplay purposes, to make the game about the character, not about you.

The outcome of combat should largely be determined by your character's abilities, not by the player's skill. Choices and actions should have an impact on the character and their interactions with the gameworld, etc.

Playing as a character like John Marston in an action-adventure game like RDR and being told a story =/= an RPG. Sure, you can imagine you're John Marston, and by literal definition you are technically roleplaying... but the game is not an RPG.


Actually it's a different type of RPG. You're talking about the roll-type RPG, but I would argue that the game is more of an action RPG. I don't think it's not an RPG if I can't hit a mudcrab in front of me. It becomes an RPG when I start making decisions based on what the character would do. I don't do that with shooters, nor do you do that with Final Fantasys. In fact I would argue that FF as a series is NOT an RPG even though you have lots of stats. You're Cloud Strife, and no matter what you role play with Cloud, he still acts the same and the game responds in kind. He always falls in love with Aerith who I thought was the worst possible character in the game. You have lots of stats and your magic skills decide what kinds of spells you can cast, but you aren't playing a role.
User avatar
Joanne
 
Posts: 3357
Joined: Fri Oct 27, 2006 1:25 pm

Post » Fri Dec 16, 2011 11:52 am

The difference is Character versus Faction.

Yes, Strategy games have RPG mechanics. However, in order to be an RPG, said Strategy Game must narrow the player's focus to a single unit.

Can you chose your character's (Not faction, Character) skills and equipment, and control him directly? If not, it fails to match the definition of RPG.

There exist plenty of party-based RPGs. Any decisions I make are those of the faction leader. My faction leaders skills and equipment are determined through battle (traits develop by behaving certain ways or achieving certain goals) and through research (advancement offers addition defensive or offensive capabilities. He is controllable both on the government level (making faction decisions) and on the battlefield (acting as a usable unit).
User avatar
Skrapp Stephens
 
Posts: 3350
Joined: Mon Aug 06, 2007 5:04 am

Post » Sat Dec 17, 2011 1:11 am

This thread is so much fun.
User avatar
Marie
 
Posts: 3405
Joined: Thu Jun 29, 2006 12:05 am

Post » Fri Dec 16, 2011 2:51 pm

Actually it's a different type of RPG. You're talking about the roll-type RPG, but I would argue that the game is more of an action RPG. I don't think it's not an RPG if I can't hit a mudcrab in front of me. It becomes an RPG when I start making decisions based on what the character would do. I don't do that with shooters, nor do you do that with Final Fantasys. In fact I would argue that FF as a series is NOT an RPG even though you have lots of stats. You're Cloud Strife, and no matter what you role play with Cloud, he still acts the same and the game responds in kind. He always falls in love with Aerith who I thought was the worst possible character in the game. You have lots of stats and your magic skills decide what kinds of spells you can cast, but you aren't playing a role.

And I use the definition of Role-playing game as it comes from the Strategy genre: You are playing the role of a single hero character in a Wargame setting. Even if the story and character is completely railroaded, you have to play in a manner that allows you to achieve your objective with the unit you are given. The system for increasing your character's combat ability (And, by extension, ability to achieve his goal) and Strategy-game-like tactical management of your character's actions are what make Final Fantasy an RPG. Except it kind of fails at the "One Person" part - it might be better when playing JRPGs to toss the controller to your friend on his turn.
User avatar
Neliel Kudoh
 
Posts: 3348
Joined: Thu Oct 26, 2006 2:39 am

Post » Fri Dec 16, 2011 7:54 pm

Can you chose your character's (Not faction, Character) skills and equipment, and control him directly? If not, it fails to match the definition of RPG.


In Shogun 2, your generals and agents have rudimentary talent tree with three slots for advisers/items in singleplayer. Online it's more extensive.
User avatar
electro_fantics
 
Posts: 3448
Joined: Fri Mar 30, 2007 11:50 pm

Post » Fri Dec 16, 2011 10:48 pm

If TW is an RPG, then so are a lot of modern sports games.
User avatar
sharon
 
Posts: 3449
Joined: Wed Nov 22, 2006 4:59 am

Post » Fri Dec 16, 2011 3:38 pm

If TW is an RPG, then so are a lot of modern sports games.


Don't mistake our extreme sarcasm for seriousness.

http://www.gamesas.com/index.php?/topic/1314465-so-wait-skyrim-as-a-role-playing-game/page__view__findpost__p__19774767
User avatar
Mandi Norton
 
Posts: 3451
Joined: Tue Jan 30, 2007 2:43 pm

Post » Fri Dec 16, 2011 7:36 pm

If TW is an RPG, then so are a lot of modern sports games.

Yeah, you can create players with their own attributes and appearance. Even in CoD games you can tweak attributes. Therefore, they're both RPGs.
User avatar
Killah Bee
 
Posts: 3484
Joined: Sat Oct 06, 2007 12:23 pm

Post » Sat Dec 17, 2011 12:32 am

In Shogun 2, your generals and agents have rudimentary talent tree with three slots for advisers/items in singleplayer. Online it's more extensive.

However, none of those generals or agents are the "player Character" - Just customization hero units, which are a long-standing part of Wargaming.

That said, Total War and most modern sports games are RTS/RPG hybrids. So is Warlords Battlecry... which I DO consider a Full RPG and Full RTS, especially the third one.
User avatar
Ana Torrecilla Cabeza
 
Posts: 3427
Joined: Wed Jun 28, 2006 6:15 pm

Post » Sat Dec 17, 2011 2:51 am

However, none of those generals or agents are the "player Character" - Just customization hero units, which are a long-standing part of Wargaming.

That said, Total War and most modern sports games are RTS/RPG hybrids. So is Warlords Battlecry... which I DO consider a Full RPG and Full RTS, especially the third one.


I agree it's a stretch to call TW games as full blown RPG. The RPG elements in it are secondary to the strategy aspect.

The point me and the other guy tried to get across was, even TW's secondary RPG elements often out-RPG Skyrim's game mechanic, and it's ludicrous to defend Skyrim's linear roleplay elements with "imagination and creativity" because those two are so broad and vague that you can apply to anything, like TW games as an example.
User avatar
Katie Pollard
 
Posts: 3460
Joined: Thu Nov 09, 2006 11:23 pm

Post » Fri Dec 16, 2011 3:30 pm

http://3.bp.blogspot.com/__dCb5tmxOb0/S7DerfTjJEI/AAAAAAAAB7Q/3Gzk_Grz_7o/s1600/DSC00965.JPG http://cf.geekdo-images.com/images/pic474468_md.jpg http://cf.geekdo-images.com/images/pic474468_md.jpg http://images.boardgamegeek.com/images/pic89926_md.jpg. Like Scow said.

If you want to classify, then there has to be lines drawn somewhere. Their origins, their ratio of genre mechanics to another, etc. not just the actual content. If your interested in trying to classify at all.
User avatar
carley moss
 
Posts: 3331
Joined: Tue Jun 20, 2006 5:05 pm

Post » Fri Dec 16, 2011 11:54 am

However, none of those generals or agents are the "player Character" - Just customization hero units, which are a long-standing part of Wargaming.

But there are still inherent traits and strengths and abilities and weaknesses that faction leaders develop. Decisions on whether to execute or pardon a civilian population might increase their dread or nobility which confer various stat differences. Sieging walls may give them a wall breaker perk that confers bonuses when attacking walls. These traits range from combat specialties to economic quirks to your ability to influence your citizens.
That said, Total War and most modern sports games are RTS/RPG hybrids. So is Warlords Battlecry... which I DO consider a Full RPG and Full RTS, especially the third one.

The point remains that Total War offers a far broader range of choice and a world that is far more reactive to those choices than many triple-A CRPG titles, including Skyrim.
User avatar
Louise Lowe
 
Posts: 3262
Joined: Fri Jul 28, 2006 9:08 am

Post » Fri Dec 16, 2011 1:17 pm

The following are my thoughts I posted in another thread. I am not addressing anyone in this thread when referring to "you" and that's just a leftover from the fact that my posts were responses, so please ignore those:

They are not these redundant "numbers and statistics" as you refer to them, they are actual gameplay mechanics which allow for a more meticulous fleshing out of your character. The gameworld responding to your status is not some inexplicably redundant number or statistic. The actual factions with actual substance making them feel like factions are not inexplicably redundant numbers or statistics. The scope of the world, the maturity with which it presents itself, the seasons, the holidays, the plot choices, the reputation of your character with a certain class or faction or region which in turn affect the opportunities and respect they present to you... these things are not inexplicably redundant numbers. The subtle and detailed, yet ignorable, backstory shaped by your choices within the character creation, the complexity and choices presented in the character creation system which allows for so many possibilities of character, the politics and faction conflicts and alliances... these are meaningful. One thing Daggerfall doesn't do is have a whole lot of wildlife for being a hunter, but that alone does not make role-playing in Skyrim anywhere near as valid as in Daggerfall. What can you do in Skyrim, just kill bears and sell their pelts? Wow, what role-playing. [/sarcasm]

No, Skyrim offers no recognition, no reaction, and no tools to do much beyond decide you want to wear heavy armor and swing swords. The factions are pure garbage... irrelevant, pointless garbage Bethesda clearly tossed in at the last second. If you're content with simply hunting down wild things and selling their hides in Skyrim, so be it, but in regards to nearly anything else... to trying to role-play a scholar, a knight of the scarab, a noble pawn, an assassin, a militant warrior-priest of Akatosh, friend of the necromancers, subject of the royal court of Sentinel, etc., Skyrim cannot compete. These "numbers and statistics" you've labeled as pointless with absolutely no explanation other than stating the obvious of being able to kill wild things and sell their hides in Skyrim make the world more believable, play on variations of character design, and make any specific playstyle more palpable, more tangible, and more respected or reviled within the gameworld. Skyrim is shallow. I'm not sure who thought this trend of arithmophobia provided an adequate job of striking down the old and promoting the new or was a valid response, but it's not.

Cut out the numbers and statistics which provide the necessary backbone for reputation... Skyrim has no reputation, and that's a good thing? Cut out the numbers and statistics forming the backbone of a holiday and season system... Skyrim has none and nothing to replace it, and that's a good thing? Cut out the numbers and statistics of factions and prerequisites/quota for position within that faction... we have barely any factions and those we do have are incredibly shallow and tacked on in Skyrim, and that's a good thing? Cut out the numbers and statistics behind the system of spell customization... Skyrim has no spell customization, and that's a good thing? You've not explained anything and your justification for... shallowness is inept at conveying any proper justification at all. In essence, you've said nothing other than "numbers bad, Skyrim has fewer, Skyrim good". You say this makes Skyrim feel more real, inexplicably, but fail to realize at just how "real", or rather unreal, Skyrim really is because it has no holidays, no reputations, no factions, no scope/size, no political machinations, little depth and customization to make one feel a part of the gameworld, etc. The only things more "real" about Skyrim are the graphics and the combat. Without the numbers and statistics apologists so strongly and unjustifiably seem to fear, there would be nothing to separate TES from another sandbox game such as Red Dead Redemption or Just Cause 2... perhaps code for the game itself wouldn't exist. You need "numbers and statistics" in an RPG.

Well, I think Skyrim is an RPG, just not much of one when compared to its predecessors. It's really not that narrow of a definition I have. I love JRPGs (Dragon Quest VIII is my favorite) , I love Baldur's Gate, I love TES. Within the context of TES series, Skyrim is exceedingly simple and lacking many of the role-playing mechanics of its predecessors. I do consider it an RPG, just a very lacking, very shallow one. JRPGs get away with what they do because they often, as is expected of the sub-genre, have brilliant storytelling and characterization. Baldur's Gate and KotOR get off on the same line, but sacrifice a bit of story for a bit more choice. TES has traditionally sacrificed nearly all characterization and brilliant storytelling for freedom and choice, yet I feel Skyrim is severely lacking both. As you mentioned, the questline stories are quite weak. At the same time, there also isn't much actually going on with factions, their influence, and any incentive to actually join them. This is the problem I find. My definition of an RPG of some sort involves some form of character progression, be it via story, characterization, or customization with progressing stats being a given below those three. Skyrim has basic stat progression and creation tools, so yes, one can choose their race and choose what type of "class", if you will, they wish to be and so I consider it an RPG, but the RPG mechanics practically end right there.

Skyrim lacks any meaningful characterization progression, it lacks story, it lacks worldly progression, and it lacks much of the customization aspect. The customization aspect, particularly, was the saving grace done so well by, say, Daggerfall that propels it to the forefront of a good WRPG, in my opinion. Skyrim... has a lot of dungeon-diving and simplistic progression mechanics, but very little substance or meaning to its "factions" (not sure how an incredibly short, poorly explained questline constitutes a faction), very little to its overarching plot, very little quest choice, little customization beyond the basic skill/perk choosing and progression mechanics (basically, Skyrim's progression mechanics are no more advanced than Dead Island's perk-based system and that's not a whole lot of depth), and a generally lacking feeling. It lacks choice and consequence and it lacks progression or realization of the world and its inhabitants to your actions. It's an RPG, but seeing as it doesn't really do much in excelling in actual RPG mechanics, it's a very bare one at that. Basically, no matter what you do in Skyrim, nobody and nothing around you will take notice and nothing changes other than a new dragon shout to use, a shiny new sword, and a little more gold in your pocket. Bethesda have officially reverted to the simplistic-level RPG mechanics of TES I: Arena and that's what the series' growth and then fall as an RPG series over the course of 17 years has left us... back at little more than a hack-and-slash dungeon crawler with RPG progression. Of course, other aspects of Skyrim are far improved over those of Arena, but as an RPG, Skyrim is shockingly quite lacking. It certainly isn't the "ultimate open-ended fantasy RPG" as described by a certain Bethesda employee. At this point, all Bethesda needs to do is cut out the perks and finish merging the armor pieces and voila, TES VI is just a sandbox dungeon crawler.


Everybody always ignores the good posts. :sadvaultboy:
User avatar
glot
 
Posts: 3297
Joined: Mon Jul 17, 2006 1:41 pm

Post » Fri Dec 16, 2011 6:33 pm

Everybody always ignores the good posts. :sadvaultboy:

Was a good one indeed. I'm happy to join in on the Daggerfall love. I hope DaggerXL progresses...

Holidays & seasons aren't sorely missed, I suspect, but I imagine could be modded. Requirements for Faction promotion progression will presumably be modded, as I hope will Spell Creation.

I totally agree that Reputation and the stats behind it must exist to properly weave much of an illusion of consequence, and I'm not sure how one would go about the task of modding it.
User avatar
Jonny
 
Posts: 3508
Joined: Wed Jul 18, 2007 9:04 am

Post » Sat Dec 17, 2011 4:00 am

And I use the definition of Role-playing game as it comes from the Strategy genre: You are playing the role of a single hero character in a Wargame setting. Even if the story and character is completely railroaded, you have to play in a manner that allows you to achieve your objective with the unit you are given. The system for increasing your character's combat ability (And, by extension, ability to achieve his goal) and Strategy-game-like tactical management of your character's actions are what make Final Fantasy an RPG. Except it kind of fails at the "One Person" part - it might be better when playing JRPGs to toss the controller to your friend on his turn.


I'm not disputing the idea that SOME wargames can be RPGs, however I think you have a problem with that type of definition. The problem is that at the point where you say "deciding how to win" is the same as role-play, it get twisted beyond any possibility of recognition. By this definition EVERY video game on the market is an RPG. Super Mario Brothers, Final Fantasy X, Skyrim, Katamari Damancy, Madden, all of them require that sort of a choice. In any one of them, you make choices on how to win, but I think it fails as a definition because it ultimately excludes nothing. Any game you play has the player choosing from alternatives in order to maximize his chances of winning. Multiple paths exist even in the simplest platform games they certainly exist in Katamari Damancy -- it's a function of them being games and not movies. A definition of a subgenre must exclude something for it to be useful.

Actually I think I can point to at least one game that I would class an RPG that you don't even have to fight in. It's actually an entire series called "Romance of the Three Kingdoms" What makes that an RPG is that you can through the options you get per "turn" curry favor in court, heck you can switch sides, make the peasents love you or hate you, root out curruption etc. You can quit altogether as well. I would call that an RPG, because at every point, you're playing as the guy you created, and deciding whether or not he would do something. The FF and jRPG games in general don't give you all that much role to play -- at least beyond perhaps affection between the Anime Women in your life. Yes there are stats, but I don't think stats by themselves give you an RPG. I don't think you could class anything an RPG in which you never made a decision about who your character is in that world. Most genres of games give you the hero's name or a call sign or something, but they don't really let you inhabit the world in a way that lets you decide who that character IS. As I mentioned in ROTK you can be a big warlord and bully everyone or a skilled diplomat that the people love, as compared to the jRPGs in which I'm who the designers say I am with the backstory they wrote and nothing else. Even with the most complex stats in the world, if nothing you do is your own choice in the story, it's not role playing, unless Halo is the epic RPG of all time.
User avatar
Cheryl Rice
 
Posts: 3412
Joined: Sat Aug 11, 2007 7:44 am

Post » Fri Dec 16, 2011 5:20 pm

Lets dissect this, shall we?

RPG -> R.P.G. (acronym) -> Role Playing Game
| | |
You play as a role | |
You are playing |
A game

Yup. An RPG.


Pong:
I am a paddle. Yup, that's a role.
I am playing pong. Yup, I'm playing.
It is a game. Yup.

Gee, I guess Pong is an RPG right? I can even use my imagination to pretend I'm defending my planet against the bombs the "Evil Other Paddle" is throwing at me.


This definition is the most crap definition ever. What you call an RPG I call a VIDEO GAME.... Every single video game ever has you play a role in a game. Ever heard of Pac-Man? Frogger? Mario? Duke Nukem? Those are "roles" you "play" in a "game."

Let's take some other genre's shall we:

  • FPS -> First Person Shooter. The game is in First Person view and you shoot stuff. Well I guess Skyrim is an FPS game.
  • Tactical Shooter -> Shooting stuff with Tactics. Yup, I do that in Skyrim.
  • Action -> There is action. I guess Skyrim is an Action game too.
  • Adventure -> You have adventures. Skyrim has adventures.
  • Real Time Strategy -> Using Strategy in Real Time to win. Skyrim is real time, and there is strategy involved.
  • Racing -> You race against opponents to the finish line. Well if the "finish line" is who dies first, yup.
  • Simulation Game -> A game which simulates something. Skyrim simulates life in Skyrim.
  • Combat Sims -> Simulated Combat. Yup, lots of that.
  • Puzzle -> A game with puzzles. Yup, there's puzzles.
  • Platformer -> A game which has platforms. Yup, got those in Skyrim.
  • Fighting Game -> A game with fighting. Yup, I fight stuff.
  • Rhythm Game -> A game with Rhythm. Yeah, Skyrim has rhythm (block -> attack -> attack -> block)
  • Virtual Life Game -> A game that is virtual life. Sure, it could be.
  • Sports Game -> A game with sports. Hunting and brawling are sports. Skyrim is a sports game.
  • Miscellaneous Game -> A game with Miscellaneous stuff. Yup.



If it doesn't work for those, it doesn't work for RPG either... ffs...
User avatar
Jason Rice
 
Posts: 3445
Joined: Thu Aug 16, 2007 3:42 pm

PreviousNext

Return to V - Skyrim