What makes an AA or RPG, where does Skyrim fall in the defin

Post » Fri Apr 16, 2010 7:44 am

Darn it. You said:


A game cannot obviously be an RPG just because it has stats, because, as you say, stats are not exclusive to RPGs. Obviously then, you are not saying that ES is an RPG because it has stats, though your wording certainly makes it look that way. You also said that ES is a "P&P medium" (or at least an electronic representation of such) that gives you the ability to "make any character you can think of." So, those two traits along with included stats as the deciding factor (because they "define the role"), we can conclude that ES is an RPG. Do I understand your meaning now, or is it time for me to give up?

Sheesh, I'm sounding like Vizzini in the Princess Bride! :banghead:

I was just saying stats are required in some form for an RPG video-game to occur. While stats are not the defining factor of what is and isn't an RPG. A car without a motor isn't a car, while a boat without a motor is a sailboat. thats all I was really saying. And yes, I believe ES to be the closest thing to a P&P type setting within a video-game. Your always given the tools to become your own DM.
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Nany Smith
 
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Post » Fri Apr 16, 2010 7:17 am

To me, an rpg is simply defined if you have the ability to build your character in a way you want, via stats/attributes/skills. This is the base groundwork for almost any "rpg" game.

Once you get into die rolls, not die rolls, real time combat, those are all sub-genres or hybrids, but still are rpgs imo.

Vampire: TMB? Rpg
Oblivion? RPG
Fallout 1? RPG.

You can then label them within sub genres, such as "action rpg," "classic rpg," etc.
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Lynne Hinton
 
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Post » Fri Apr 16, 2010 5:38 pm

Interactivity is games' primary property. Game developers are ignoring this and making linear games. All the interactivity we get these days is bullet impact on an enemy. Stats are needed for interactivity but I don't have to see them. I only want to see the interactivity. So I value a game to be an RPG only with the levels of interactivity I can experience.

Agreed. Interactivity and freedom of action are the fundamental core of role playing. It is quite possible to RP without any stats at all, and I have both participated in and run games without them on many occasions, even on-going campaigns. As you say stats are needed for this interactivity for a CRPG, but only because of the platform the game is occurring within, and they don't need to be visible or accessible to the player.

Don't get me wrong, many players equate their role playing experiences with stat management. However it is an adjunct and not actually necessary; a hang over from the wargaming hobby from which P&P RPGs evolved.

Writing for an RPG is the biggest issue. An RPG writer should write a setting, goals, desires, ideas, views, as many characters as possible. They should not write the experience. They should not write the morality. Morality can exist within game characters but they should not shove it down to the player's mouth. Morrowind here is the amazing example of this. People in Morrowind have different views on any issue you can imagine. All information comes from in-game sources. Player is free to choose any view or develop his/her own view. Choices are often based on player's realtime decisions rather than dialog gates, this is true for consequences too. Writers are probably completely unaware of the choices I made and consequences I faced. See, this is what makes it a true RPG. The quality of this kind of writing can vary. Game's sandbox capabilities can help. Unfortunately, we don't get many examples of this. On the bright side, this means there is lots of potential.

Off course I don't expect anyone to agree with me.

I do, and I'm an RPG author by profession.
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Brandon Wilson
 
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Post » Fri Apr 16, 2010 7:27 pm

Agreed. Interactivity and freedom of action are the fundamental core of role playing. It is quite possible to RP without any stats at all, and I have both participated in and run games without them on many occasions, even on-going campaigns. As you say stats are needed for this interactivity for a CRPG, but only because of the platform the game is occurring within, and they don't need to be visible or accessible to the player.

Off the top of my head: I'd argue that stats are needed exactly to the extent that rules are necessary. Stats are the way that rules interact and bridge the game, the environment and the player (and the GM if appropriate).

Don't get me wrong, many players equate their role playing experiences with stat management. However it is an adjunct and not actually necessary; a hang over from the wargaming hobby from which P&P RPGs evolved.

Legs are not necessary to be a human being, but many people consider them to be a nice perk.

I might be convinced that stats are not absolutely required, but at what point does it change from a role-playing game to an acting jam? I'm not saying that it's even all that important to define the boundaries, but at some point you cross from game to free-form acting.
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Penny Courture
 
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Post » Fri Apr 16, 2010 6:31 pm

If you no longer have stats, your just telling stories, an interactive story, but it not a game. Your role playing like you would in the bedroom, or if you were playing with toys. The stats are the rules, like Panurgy said. Without them your just "pro wrestling " with decided outcomes.
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Vicki Gunn
 
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Post » Fri Apr 16, 2010 12:13 pm

Role Playing elements are usually described in terms of depth of customization.

Sandbox elements are usually described in terms of freedom to act and explore.

Action elements are usually described in terms of combat mechanics..

None of these are mutually exclusive. In fact, they bolster and enrich each other. A character customized to your liking will perform closer to your playstyle during combat, in which you use action elements. And a wide open sandbox provides more fodder to test your character's build and your handling of the combat than a linear game could possible hope to.

I love Bioware games, but the lineararity just gets old after a playthrough or two. Now, if there was a game where Bioware handled the story and the dialogue, Bethesda handled the rpg, combat, and sandbox elements, and Blizzard implemented online functionality - the universe would probably implode from the epicness, so it's probably not a good idea. :brokencomputer:
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brandon frier
 
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Post » Fri Apr 16, 2010 10:56 pm

The social interaction came primarily from the fact that the old RPGs were generally party experiences, wherein more than one player came together in a group of friends, formed a party of adventuring heroes, and played together cooperatively through a series of adventures. Game designers for computers and consoles were so busy making the Dungeon Master obselete by having the machine take over his role, that many of them forgot how huge an aspect the involvement of more than one player once was. It has gone so far from its roots in that regard, that some computer/console RPG gamers will now obnoxiously and erroneously declare that RPGs are meant to be singleplayer experiences traditionally. . . Lol. Oh, they of little knowledge.

As to dice and rolls for accuracy etc. They really are as obselete as the dungeon master. Unlike the other players who served a function in the gaming beyond mere logistics, the dice and rolls etc. served only as regulators of the game world, a function that the technology takes care of in a more clean and efficient manner.
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Marine Arrègle
 
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Post » Fri Apr 16, 2010 2:44 pm

a function that the technology takes care of in a more clean and efficient manner.

But technology isn't there yet, it cant account for the numerous variables that stats and behind the scenes dice rolls can.
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Brandi Norton
 
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Post » Fri Apr 16, 2010 10:01 am

From the wiki a RPG:

"A role-playing game (RPG) is a game in which players assume the roles of characters in a fictional setting. Players take responsibility for acting out these roles within a narrative, either through literal acting, or through a process of structured decision-making or character development.

Role-playing games are fundamentally different from most other types of games in that they stress social interaction and collaboration, whereas other games emphasize competition. "

I bring this topic up because it seems as the character development is taking more of a back seat to the combat in Skyrim. From the D&D and the text based MUDs, gone are the days where you rely on attributes and probabilities to determine if you hit or miss and how hard. Now it is button mashing. Don't get me wrong the graphical experience has so much improved that it was natural for progression in manual combat. However, it seems as the controls for this competition demands more focus then the character's stats and the character's relationships or lack thereof.

Other single-player 'RPGs' have their short comings. I wouldn't consider ME2 or DA2 RPGs because their streamlining of attributes or linear game-play but they did have collaboration and simulated 'social' interaction. Just Cause 2 like Skyrim was more open world than those two and yet it is an Action Adventure. It had a main mission/story allowed users to go on multiple quests/missions by talking to NPCs and after each quest/mission the character could use the acquired money to upgrade his weapons/skills for more effectiveness. Skyrim has initial character choices and some character development over JC2, but where is the line between the two genres and how far can it be pushed?



I'm sorry - I hate to criticise but you offer a definition of an RPG and then highlight supposedly negative changes to the genre in recent games. The only problem is that none of these - character stats, dice roll combat etc actually form part of the definition. There is no reason whatsoever why atributes or dice role combat are a prerequisite of decision making or character develpment. There are a plethora of optionms offered by modern RPG's to provide the key elements of the genre including morality choices, skill upgrades, weapon upgrades (eg Demons Souls). Has the genre changed, yes of course, but it should. The greater sophistication in gaming technology gives designers more scope to blur the line between genres and to introduce mechanics. A good example of innovation in cooperation would be Demons Souls multiplayer, which wouldn't have been possible 10 years ago. I think people sometimes need to be more open minded about the way that games have changed. Whilst the traditional facets of the RPG shouldn't be ignored - things do change.
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chirsty aggas
 
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Post » Fri Apr 16, 2010 10:51 pm

I hope that there will be multiple story paths / endings, based on your previous decisions, guilds and such. For me, this is important aspect of role playing, as much as stats and customization of your character.
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Lucky Boy
 
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Post » Fri Apr 16, 2010 8:57 am

Having read this whole thing I have seen many interesting viewpoints..

Here is mine...

I will define Skyrim as I go...If I choose to 'live' the world as my character, follow her development through her adventures and alliances,wanderings and discoveries...then it will be an RPG.

If I choose to go ahead and race through the quests and only 'power up' my character so that she can do so efficiently....then it will be an AA.

In my opinion, Skyrim is just a tool for my imagination, I will make of it what my suspension of disbelief will allow....but it is all down to me,and me alone.
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Laura Cartwright
 
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Post » Fri Apr 16, 2010 3:45 pm

It has gone so far from its roots in that regard, that some computer/console RPG gamers will now obnoxiously and erroneously declare that RPGs are meant to be singleplayer experiences traditionally. . . Lol. Oh, they of little knowledge.
I don't think RPGs need be single player only ~I just don't [tend to] like multiplayer games ~with exception for RTS' :shrug:

As to dice and rolls for accuracy etc. They really are as obselete as the dungeon master. Unlike the other players who served a function in the gaming beyond mere logistics, the dice and rolls etc. served only as regulators of the game world, a function that the technology takes care of in a more clean and efficient manner.
I disagree. Dice in an RPG represent game world probability. It is the dice ~specifically, and intrinsically, that decide the minor details that make a world believable ~at all. Without weighted probability, the expert lock picker will always open the lock ~because the lock is always in perfect working order, never rusty, never jammed before you get there, and he never makes a mistake... and because every identical lock in the hallway has had equal amount of wear & tear over the years, including the one that was taken apart by the last occupant.

Dice allow this for every skill, and cheaply. Until RPGs can account for a complete history of every object, for NPC moods, headaches, distraction, impatience; poor heath, and minor injuries to themselves and to the PC (like a paper cut that impairs his lock picking)... and random chance as well :chaos:.... Dice will never be obsolete in them.


I'm sorry - I hate to criticise but you offer a definition of an RPG and then highlight supposedly negative changes to the genre in recent games. The only problem is that none of these - character stats, dice roll combat etc actually form part of the definition. There is no reason whatsoever why atributes or dice role combat are a prerequisite of decision making or character develpment.
Could you elaborate on that a bit; maybe with an example.

Its this part that gets me, "There is no reason whatsoever why atributes or dice role combat are a prerequisite of decision making". See, I would think it a given that the PC's Stats would (and should) directly affect what decisions that PC is capable of... Ignoring the simple stats like Strength... A PC with low perception should not be able to decide on things that they should not be able to perceive. A FO3 example: Players playing a PC with a perception of 3 (or less), should not be able to spot concealed traps for the PC ~IMO they shouldn't even be shown most traps until after they trigger them (or the game makes a stat check to see if it should visible), while an average perception stat could have them be normally visible, and a high perception stat should perhaps even flash them a few times to make them very obvious (this depending on how 'good' the result for the stat check was). (This is not ideal, but its a 3D FPP game now, and you have to deal with it creatively.)

Has the genre changed, yes of course, but it should.
Why should a genre change instead of split? To me, this sentiment seems no different than saying that a flavor should change ~that Vanilla should change (for all!) instead of a new French Vanilla, or some other 'new and improved' flavor. It is not always the case that a new technique is better, nor should an old one always be modified because of new techniques. I [personally] can't stand the new FPS format for Fallout ~because is strips out an important aspect that I enjoy ~to this day in the series games. I consider FO3 a spin off of the Fallout series ~not a continuation nor an improvement. I still think its a great game though; just as I like both Vanilla and 'French Vanilla'; But sometimes I'm just in the mood for the other one.
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Enny Labinjo
 
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Post » Fri Apr 16, 2010 3:36 pm

Why do so many people tend to think that more numbers = better RPG? This confuses me.

I think they don't really get what RPing truly means
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danni Marchant
 
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Post » Fri Apr 16, 2010 10:34 pm

Why do so many people tend to think that more numbers = better RPG? This confuses me.

I think they don't really get what RPing truly means

I would say because that they do. (IMO) :shrug:

But I would also say that the odds are that we have a different sense of what is 'better'.
Its also a good bet that a lot of the ones that are 'pro numbers' have been playing RPGs for decades and think that they know exactly what RPG truly means to them.

(That's not to say that others with that history are all 'pro numbers' though. :angel:)
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Cameron Garrod
 
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Post » Fri Apr 16, 2010 9:04 am

I would say because that they do. (IMO) :shrug:

(But I would also say that the odds are that we have a different sense of what is 'better'. Its also a good bet that a lot of the ones that are 'pro numbers' have been playing RPGs for decades and think that they know exactly what RPG truly means to them.)

This is true. Maybe if RPGs in the past were not all numbers, people wouldn't be complaining as much as they are now.

Then again, RPGs back then relied on numbers, but with today's standards, we can go beyond that and make RPing feel more natural.

All I'm hearing is a bunch of old men complaining that the Reagan days are over. Time changes gentlemen. 'Tis a fact of life.
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Amy Melissa
 
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Post » Fri Apr 16, 2010 10:29 pm

This is true. Maybe if RPGs in the past were not all numbers, people wouldn't be complaining as much as they are now.

Then again, RPGs back then relied on numbers, but with today's standards, we can go beyond that and make RPing feel more natural.

All I'm hearing is a bunch of old men complaining that the Reagan days are over. Time changes gentlemen. 'Tis a fact of life.
Not only men, and ALL cRPGs use numbers; its just that some choose to conceal them from the player; and some choose to limit their effect on the game.

**What is "More Natural" to you?
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Rachel Briere
 
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Post » Fri Apr 16, 2010 6:33 pm

Not only men, and ALL cRPGs use numbers; its just that some choose to conceal them from the player; and some choose to limit their effect on the game.

**What is "More Natural" to you?

More natural, as in the numbers are still there, but like you just said, concealed from the player. To me, it feels more immersive when I'm less aware of numbers, thus not constantly being reminded that it's a video game.

Like attributes! They're still there, but concealed (Uh-oh, controversal topic :o )
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Isabella X
 
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Post » Fri Apr 16, 2010 11:21 am

More natural, as in the numbers are still there, but like you just said, concealed from the player. To me, it feels more immersive when I'm less aware of numbers, thus not constantly being reminded that it's a video game.

Like attributes! They're still there, but concealed (Uh-oh, controversal topic :o )

I look on it as getting simplification, when I want to know what's going on; what is affecting the outcomes.

**Before you begin... I should make it clear that I don't play an RPG to play at simulation. I play to extrapolate on an alternative mind, and experience the story though it.

(Yes, this means that I prefer playing in third person, and by the numbers, whenever possible.) What many describe as 'immersive' is my kind of 'annoying'.

*And yes, I do understand this is contrary to the base intentions of the TES series. :shrug:
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Sammygirl
 
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Post » Fri Apr 16, 2010 11:19 pm

I look on it as getting simplification, when I want to know what's going on; what is affecting the outcomes.

**Before you begin... I should make it clear that I don't play an RPG to play at simulation. I play to extrapolate on an alternative mind, and experience the story though it.

(Yes, this means that I prefer playing in third person, and by the numbers, whenever possible.) What many describe as 'immersive' is my kind of 'annoying'.

*And yes, I do understand this is contrary to the base intentions of the TES series. :shrug:

Then I suppose we can agree to disagree.

And, if you play on PC, mods could fix this for you.
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Rude_Bitch_420
 
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Post » Fri Apr 16, 2010 6:36 pm

Then I suppose we can agree to disagree.

And, if you play on PC, mods could fix this for you.
:foodndrink:
Yes they can. :)

http://www.youtube.com/watch?v=6Wf_2V7wLkI
http://www.youtube.com/watch?v=B7nxZUeAe0w
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Pixie
 
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Post » Fri Apr 16, 2010 7:27 pm

The things that define RPGs for me is character development.

I should be able to define who my character is through stats and abilities and interactions with other characters.
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Elena Alina
 
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Post » Fri Apr 16, 2010 11:16 pm

I'd always thought of Diablo as a dumbed-down Nethack with fancy graphics, but I think you just nailed it with Black Tiger. It's a side-scroller.

You can say that hack'n'slashers are not your favorite games, but Diablo is still the best game in its genre. Period. It deserves (at least) some respect.
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SUck MYdIck
 
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Post » Fri Apr 16, 2010 6:57 pm

Genres - very difficult topic.

TES always had action, adventure and RPG elements. So, basically, you could call them anything you want.
With Skyrim, I think the RPG elements moved a bit further into the background, and the action becomes more important once again, especially due to new technology. That's why I'd call it an Action-Adventure, but that's just me.
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Brιonα Renae
 
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Post » Fri Apr 16, 2010 8:44 pm

Actors do roleplaying without stats, you don't need stats unless character traits is seen as stats, I can play the role of a hot headed young investigator without saying anything about his physical abilities, and such.

In general stats aren't what makes your character who he is, strength, agility, endurance, all of those can change. What defines your role is his behavior, his actions, his values, and morals. Choices. What defines your character is not that your character killed a man in 2 strikes, it's that he killed him merely to get his watch.
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Max Van Morrison
 
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Post » Fri Apr 16, 2010 5:40 pm

Actors do roleplaying without stats, you don't need stats unless character traits is seen as stats, I can play the role of a hot headed young investigator without saying anything about his physical abilities, and such.
In general stats aren't what makes your character who he is, strength, agility, endurance, all of those can change. What defines your role is his behavior, his actions, his values, and morals. Choices. What defines your character is not that your character killed a man in 2 strikes, it's that he killed him merely to get his watch.

And thats not a video game is it? That's not even really a game, just an interactive story. Not to mention traits are stats. A bunch of pointless choices does not equal an RPG, it equals a choose your own adventure book.
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Matt Bigelow
 
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