Great encapsulation of the sticking point here. I don't believe that terms, especially buzzwords or genre classifications, are inherently immutable. Just look at early punk rock compared to some of the more modern stuff that's worn the same title (Blink-182 comes to mind) to get an idea of what I mean. Freedom of choices and actual role-playing may be where it started, but the limitations of video games in the past shaped many people's perceptions of what the term RPG means and a lot of that has stuck.Your point was that greater people believing something defines that thing. My point was that "things" are often, maybe always, what they are regardless of the number of people who believe otherwise. This is the point of examination and criteria: accurate measurement.
Does this mean you had to murder your own puppy, dragon?
It's not just them, though. The fans ultimately have the final say on whether something is an RPG or not, so there's no effort expended trying to shoehorn in games that fans feel are unfairly labeled as such. Obviously not all fans will agree (some people believe the Zelda games are RPGs), but there's generally a consensus as to whether the developers lied about their game in the marketing or not. Taking past games into account, then, would mean drawing from that consensus more so than marketing-speak, wouldn't it? For example, Mass Effect 2 and 3 have been the subject of plenty of arguments centering around whether or not they're RPGs. Because no consensus seems to exist for those games, they get ignored and other games more widely considered to be RPGs are cross-referenced. Then, using the shared features from all of those other games as a reference, one could check and see that ME2 and 3 don't really fit the mold. One would think that drawing from that consensus would mean a definition true to more people's expectations than one that says that large swaths of RPG past are no longer a part of the genre.So it's fine if your definition is "whatever the developer/publisher decides is an RPG", but I'm stil not convinced that this necessarily represents the actual expectation of someone thinking of buying a game described as such.
Don't you mean "inebriated"?Wow, so many multi-syllable words. And I'm not even drunk.
The term hasn't changed its meaning. This is what it has always meant. The first computer RPGs were nothing more than dungeon crawlers. And it is those core mechanics that all RPGs, as we know them in their video game form, share.
So............ it's Japans fault that shitty games are called RPG's?
Some people have said we role-play in order to escape our lives and worlds. It's an argument, but for me, that's rarely been the case. I role-play, both CRPG and PnP, to explore.
And not merely to explore physical locations, (although that can also be wonderful), but to explore the consequences of actions I would not take in the real world. Sometimes these are quite simple action fest results, the classic GTA shoot-thecops-and-run scenario. Those are mildly satisfying.
More satisfying is exploring what happens if you pick an evil path in Knights of the Old Republic. Not just staying evil, but also trying to redeem yourself. In System Shock 2, for example, you could explore an essentially hostile environment, both in and out, as well as play thtough a Skynet-runs-your-little world environment.
So exploration of ideas and territory is a key feature of RPGs to me.
That's part of why I'm personally so drawn to the numbers side of things; exploring the possibilities that those numbers allow and finding ways to take the weakest characters and turn them into unstoppable killing machines by twisting the game's mechanics has that same thrill of exploration. Vidya example:It's about exploration, seeing new territory, from both the designer's ideas and my own internal perspective.
VII. Not VI. So disappointing—I thought you had actually played 6, which is considered by many to be the best of the series.Final Fantasy VI [...] Cloud
Whereas I quite enjoyed the moral choice given to me in DXHR - non violent was an option, and I really had to talk to myself about what Jensen would do. He's a pro and a shooter - but he has a viable non lethal option. He has a history of avoiding simple but bloody solutions, and yet he's obviously comfortable with lethal force when necessary. Where was the line for Jensen? Where was the line for me?
I found a lethal playthrough was the safest, generally. I found pure stealth was the least safe, and couldn't believe Jensen would do that. I opted for non-lethal where possible, but lethal fast if necessary.
This isn't just a choice and consequences rephrase, though. It's about exploration, seeing new territory, from both the designer's ideas and my own internal perspective.
It's also why games like GTA5, despite some RPG elements, lack, though. Because they do exterior physical exploration of wide spaces well, but lack for building exploration and depth and are really far too linear for me in terms of methods and plot. It's pretty much all shoot - stealth, persuade or hack are typically afterthoughts. Non-lethal? ha-ha.
Whereas I quite enjoyed the moral choice given to me in DXHR - non violent was an option, and I really had to talk to myself about what Jensen would do. He's a pro and a shooter - but he has a viable non lethal option. He has a history of avoiding simple but bloody solutions, and yet he's obviously comfortable with lethal force when necessary. Where was the line for Jensen? Where was the line for me?
I found a lethal playthrough was the safest, generally. I found pure stealth was the least safe, and couldn't believe Jensen would do that. I opted for non-lethal where possible, but lethal fast if necessary.
Until about half way through, when he went full lethal and stayed that way for quite awhile.
I was much more invested in exploration of motives than in any GTA or Diablo game. I found the environment both interesting and extremely claustrophobic.
I think I relish urban exploration when it's intimate, over the scenarios of GTA or Fallout. Still DXHR failed to satisfy my exploration urge and as you've noted, it was pretty linear.
Of course, GTA and Fallout were very plot linear, too. GTA series especially. Side quests notwithstanding, it was forward-ho!
Witcher 1 was almost right for me, in the intimacy/size/choices/freedom/plot results combo. Witcher 2 was a step back in some of that.
Edit: follow up - it's also some of what I liked about Final Fantasy VI, one of the few JRPGs I've played. It wasn't so much about exploring my choices, as it was about exploring Cloud's choices and his world. I was okay with that, too, which would drive Wisdom nuts. If the writing is solid, I really enjoy a game that takes me where a good writer wants to go.
Maybe that is even more important than choice to me: my mind being opened by a great story and seeing where it goes. Hmmm.