What makes an RPG?

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What makes an RPG?


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Yeah, stalled out in D:OS myself. Since the game is HEAVILY gear dependent it's almost to the point your luck in gear drops determines success/failure in the game, not a good thing as far as I'm concerned (probably less so at higher levels, but I haven't gotten that far yet). And my characters (rogue-Mydnyte, and witch-Suhiira) I've tried to make practical/cynical and romantic/compassionate via the dialog system but other then the minor skill boost you get for having a trait I see zero effect on gameplay.
 
Hmm... I guess I will have to explain what I base my "levels" for "RPG" and "RPG-lite"... and what I use to measure games against.

Basicly, every game I play... or atleast every game I play that can be at some level considered to be an rpg (no matter which level it is)... I measure up against "real rpg's"... and by "real rpg's" I mean pen and paper rpg's (mainly Swedish ones... because we have some really good ones I think). So pen and paper rpg's are the measuring stick that all other games are measured against.

So first off... Games I have played that come closest to feeling like "real rpg's" are games like Fallout 1, 2 and Tactics. 1 and 2 I consider to have come the closest, with FoT trailing behind with other games above it. Some of the japanese rpg's can also come close to this, but they are extreamly few, and usually would be below FoT. And I do not, for example, consider FFVII (my favorit FF game) to be close. Other games from my "RPG" list that I would consider to come really close to "real rpg's", is Shadowrun Returns, and yes.. especially Divinity: Original Sin i consider to be really close (D:OS I would even place just below or on par with Fallout 1/2 here, not goten far enough in it yet to decide compleatly where it places it's self). Of course there might be other games to, but for the sake of space I will leave it at this.

As for the people who asked me about why I did not add game X... like Torment, or Diablo, or possibly other games... I either just forgot them, or did not add them, due to that I already had 2 large lists of games already... there was enough there to give you an idea I though. Diablo 1 and 2 I would place in my "RPG" level but towards the bottom end. Tormen I would place in it as well (since it's the same game mechanics as Balders Gate). But I have actually never played Torment,but I do know of it, and I have friends who played it (where I sometimes watched them play), It just was never pulled me in. Which is why it is not on either of my lists, since I have not played it. The only game on the lists which I have not played is Mordheim, but from what I have read it will probably be on my list. I actually prefer Neverwinter Nights, over Balders Gate, but again I never finished those either (se below as to why).

And I know one of the reason as to why (there are others as well)... it's the same reason as to why I never really finished, or had interest in finishing, Balders Gate (even though I got pretty far into that one), or NVN (which I actually like a lot more, I even bought them). It's DnD. And as a pen and paper rpg gamer, I have never liked DnD's rules. There is a lot about DnD's rules which I simply think are "just wrong", it's just to... simple in many aspects amongst other things. Not to mention that I never really liked levelbased pnp rpg's. I prefer skillbased pnp rpg's (which most Swedish pnp rpg's are, actually). How ever, when it comes to computer/console games... I can ignore the fact if a game is levelbased normally, because creating a good skillbased pc/console game is difficult, really difficult. But, if you add DnD to the mix I tend to grimace and go "no thanks... not for me". I was actually really happy when I found out that Bioware had stepped away from DnD as a base for their games, and created their own thing for Dragon Age Origins (even if it probably is simmilar to DnD in some aspects).

Now, as for why I leave a lot of games out when I was talking about "Real RPG's"... games like Diablo, or Balders Gate, NVN, DAO, Elder Scrolls, etc. And I asume a lot of you are really going "WHAT?!" by the fact that I am not counting Balders Gate amongst the "close" ones. The answer is pretty simple... They are not turnbased.

It is only turnbased computer/console games that stand a chance to come close to "Real RPG's" for me... because basicly all pnp rpg's (that I know of) use turnbased combat. Of course it takes more then just turnbased combat for a game to come close, it needs to have everything else as well... but without turnbased combat, it is unable to qualify. So since Baldurs Gate, and other games like it, DAO, NVN, Torment, etc, are realtime with pause types of game, they can not qualify to be "pnp rpg like" for me.

Then if you look at my "RPG-lite" list, you will find games that are turnbased, which I would not consider to be close, because either they are lacking several of the other importent things needed to get close to "real rpg's", of they have all those things but just to low of a level of it.
 
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So what genre is Final fantasy then?
In terms of story? Not an RPG. Part of the problem is labelling games with names like "RPG" while game can have more or less elements of it. Look at Diablo. It has mechanical elements of RPGs, but story-wise it's not one. Mechanic (mostly combat) alone is not enough. It can complement RPG game, but it doesn't make it one alone.
 
FFVII had one of the greatest story in video games. It's also the greatest RPG there is.

It is ironic if c&c is what makes an RPG as the story would have been greatly diluted and certainly not as impactful if major forks were made in the narrative.
 
I found FFVII pretty so-so, but I was older when it came out. Combat was kind of weird and less-than-exciting and the role-play elements felt pretty weak. I wasn't Cloud, ( I think that's his name), I was just pressing buttons for whoever wrote Cloud.

RPG-lite, basically. Good game, just not my thing. I don't think I played any of the others.
 
FFVII's main quest was relatively EDIT: Nah, it was easy.

To be fair, the megabosses on the North American edition were actually a lot harder then its contemporaries.

Let's say original Fallout.
 
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Yeah, but original Fallout is full of choices. Who to save, who not to save, how to play, what to say..it's famous for the end-game summary of your actions, actually, which varies from play to play.
 
Just read the heresy spoken against D:OS. You people! Ugh.

I don't even know why this thread is still going, when me and 227 have clearly provided you with the divine gift of a working computer RPG classification system.
 
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I do hope for choice that allows for a peaceful walkthrough, in gameplay not in narrative. Meaning I don't want pick the correct dialogue, you go in peace. It should be part of an overall strategy and have its own risks.
I totally agree with this.

There is a thread on the W3 forums right about what role Axii (aka "Jedi Mind-Trick") should take in the game. Some people want it to be used like Jedi Mind Trick in the KOTOR games. The problem with this type of persuasion system is that when the player has the option to use Axii/Jedi Mind Trick they will use it every time, and if they haven't leveled it up then they simply miss out. There really is no choice in that situation.

So what genre is Final fantasy then?

While it is not universally in every RPG, I would still say narrative-choice is a defining characteristic of RPGs. When a player makes a narrative choice in an RPG they are entering into the world of the game instead of being passively entertained by the story. In that sense... I think you could say FF is just an RPG designed for a younger audience. An audience that doesn't have the maturity to enter into the world of the story and make a moral choice.

Another anomaly is Dark Souls, but I think you could argue that Dark Souls doesn't need narrative-choice because it conveys the tone of its world strongly in other ways, namely the punishing difficulty.
 
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So can I. But I guess that explains why BioWare games are so popular despite their sophomoric moral situations.
 
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When a player makes a narrative choice in an RPG they are entering into the world of the game instead of being passively entertained by the story. In that sense... I think you could say FF is just an RPG designed for a younger audience. An audience that doesn't have the maturity to enter into the world of the story and make a moral choice.

You would be mistaken. Younger audiences (let's say teens) are more then capable of making moral choices. Robert Heinlein's best books are his juneviles.

It's a bit beside the point however you can tell a great story that's essentially PG-rated. Harry Potter is great writing.
 

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You would be mistaken. Younger audiences (let's say teens) are more then capable of making moral choices.
Yeah, but businesses don't care whether teens can or not. They care about whether or not parents unions or whatever are going to get up in arms based on what they put in their games. Market analysis and target demographics play a pretty large role in product creation of any kind.

It's a bit beside the point however you can tell a great story that's essentially PG-rated.
That goes without saying.
Anyways, this "What makes an RPG an RPG" debate is starting to drag this thread off-topic.


That wouldn't have happened if that cat had parents unions to protect it from viewing mature content at too young of an age.
 
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Yeah, but businesses don't care whether teens can or not. They care about whether or not parents unions or whatever are going to get up in arms based on what they put in their games. Market analysis and target demographics play a pretty large role in product creation of any kind.

Parents union getting up in arms because of choice and consequence?

Oh, the humanity.
 
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