Limorkil
Liturgist
- Joined
- Jan 19, 2004
- Messages
- 304
Well I couldn't make any sense out of that thread. Its two people arguing about different yet similar sounding things, like one person arguing that Apple makes better computers than IBM while the other argues that apples make for a better pie than peaches.
I agree that "Roleplaying Game" is a very fuzzy term these days. There must be more to it than just playing a role, since most games have a central character that represents your role, even FPS games. I don't agree with the categorization of "Traditional RPGs" versus "Console RPGs" because I've played console-only games that felt more like a 'traditional' pen-and-paper RPG than many PC games. Kotor is an example of a game that is both a console RPG and a traditional RPG, since it gives you most of the options of a traditional RPG but also have the fairly linear development of a console RPG. I certainly wouldn't go as far as to say that one category is better than the other, since the categories are loosely defined and there are good and bad games in each. I consider Kotor a good game, but I do not really consider it a good RPG.
Personally, I see "RPG" as a three-dimensional space defined by character customization, character control and character freedom.
Customization is the ability to shape your characters appearance and abilities, which you could view simply as the "roll-up" options when you start a new game. The more options you have, the more you get to create your own character as opposed to being given a character by the developers. Even though playing any character is roleplaying in the broadest sense, I think being given more choices makes for a better RPG experience. I also think that being able to control the development of your characters abilities is an important factor in customization.
Control is your ability to have your character accomplish goals in a manner that fits your view of the character. A simple dungeon crawler game may nominally be a RPG because it allows character customization, but if all you can do with the characters is fight in different styles then the RPG nature is diminished. I think the argument over turn-based versus realtime is all to do with control, since turn-based generally allows you more choices of action. Of course, a realtime game can still be a RPG, if it gives you control. If a turn-based game made all the choices for you then it would be no better an RPG than a realtime game that did the same. I dislike when developers confuse turn-based/realtime with manual/automatic because they do not have to be the same thing. Outside of combat, control also includes being able to accomplish goals by varied means depending on your characters personality and training. Maybe your character would rather talk than fight, or achieve his goals via stealth rather than direct confrontation.
Freedom is your ability to think and act like your character would as opposed to how the developers think you should think/act. A game could have a huge number of character customization options and a lot of choices, but if all you are doing is being led from point A to point B to point C then you are really just participating in a story rather than roleplaying a character. If the story develops the exact same way regardless of who your character is then the game is not a very good example of an RPG. This is the one dimension where many so-called RPGs fall down and end up being dungeon hack games or adventure games. They might still be RPGs, and excellent games, but not excellent RPGs. By this yardstick, many games that think they are RPGs fall short, and in fact there are very few good RPGs. Like it or not, I think this is true.
You will notice that I said nothing about story, dialogue, AI, world-size or many other factors that people consider important to an RPG. While all these things do help make a good game, I do not think that you need them for an RPG. Take the story, for example, which is something that many people cite as a key factor in making a good RPG. Going back to old pen-and-paper games, you will often find that a good story can get in the way of a good roleplaying game. A plot often requires characters to be in the right place at the right time and to respond in the right way for the story to work. IMO, in a RPG the player(s) write the story with their actions. Going back to "traditional" and "console" RPGs, that might be what people are arguing about - is the character greater than the story or is the story greater than the character? I think games like the FF series put the story first, whereas Fallout puts the character first. Both styles make for a good game, but my definition of what I think makes a better RPG has the character writing the story and not the other way around.
The above is also why I think Kotor was a good game but not a good RPG. You have to have played the game, or at least read a complete walkthrough, to understand. Kotor is a story about a particular character that you semi-customize and control, but is ultimately not YOUR character but Bioware's character. A Kotor-fan could argue that Bioware only gives you a background and you fill in all the details and control his/her actions during the game. True, but the fact that my character's background is not my own massively lessens the RPG experience IMO.
I think that the truth is that many people think they want a great RPG, whereas what they are really looking for is a great story-based game. A great game can have a great story, and a great RPG can have a great story, but just because you have a great story doesn't mean you have a great RPG.
I agree that "Roleplaying Game" is a very fuzzy term these days. There must be more to it than just playing a role, since most games have a central character that represents your role, even FPS games. I don't agree with the categorization of "Traditional RPGs" versus "Console RPGs" because I've played console-only games that felt more like a 'traditional' pen-and-paper RPG than many PC games. Kotor is an example of a game that is both a console RPG and a traditional RPG, since it gives you most of the options of a traditional RPG but also have the fairly linear development of a console RPG. I certainly wouldn't go as far as to say that one category is better than the other, since the categories are loosely defined and there are good and bad games in each. I consider Kotor a good game, but I do not really consider it a good RPG.
Personally, I see "RPG" as a three-dimensional space defined by character customization, character control and character freedom.
Customization is the ability to shape your characters appearance and abilities, which you could view simply as the "roll-up" options when you start a new game. The more options you have, the more you get to create your own character as opposed to being given a character by the developers. Even though playing any character is roleplaying in the broadest sense, I think being given more choices makes for a better RPG experience. I also think that being able to control the development of your characters abilities is an important factor in customization.
Control is your ability to have your character accomplish goals in a manner that fits your view of the character. A simple dungeon crawler game may nominally be a RPG because it allows character customization, but if all you can do with the characters is fight in different styles then the RPG nature is diminished. I think the argument over turn-based versus realtime is all to do with control, since turn-based generally allows you more choices of action. Of course, a realtime game can still be a RPG, if it gives you control. If a turn-based game made all the choices for you then it would be no better an RPG than a realtime game that did the same. I dislike when developers confuse turn-based/realtime with manual/automatic because they do not have to be the same thing. Outside of combat, control also includes being able to accomplish goals by varied means depending on your characters personality and training. Maybe your character would rather talk than fight, or achieve his goals via stealth rather than direct confrontation.
Freedom is your ability to think and act like your character would as opposed to how the developers think you should think/act. A game could have a huge number of character customization options and a lot of choices, but if all you are doing is being led from point A to point B to point C then you are really just participating in a story rather than roleplaying a character. If the story develops the exact same way regardless of who your character is then the game is not a very good example of an RPG. This is the one dimension where many so-called RPGs fall down and end up being dungeon hack games or adventure games. They might still be RPGs, and excellent games, but not excellent RPGs. By this yardstick, many games that think they are RPGs fall short, and in fact there are very few good RPGs. Like it or not, I think this is true.
You will notice that I said nothing about story, dialogue, AI, world-size or many other factors that people consider important to an RPG. While all these things do help make a good game, I do not think that you need them for an RPG. Take the story, for example, which is something that many people cite as a key factor in making a good RPG. Going back to old pen-and-paper games, you will often find that a good story can get in the way of a good roleplaying game. A plot often requires characters to be in the right place at the right time and to respond in the right way for the story to work. IMO, in a RPG the player(s) write the story with their actions. Going back to "traditional" and "console" RPGs, that might be what people are arguing about - is the character greater than the story or is the story greater than the character? I think games like the FF series put the story first, whereas Fallout puts the character first. Both styles make for a good game, but my definition of what I think makes a better RPG has the character writing the story and not the other way around.
The above is also why I think Kotor was a good game but not a good RPG. You have to have played the game, or at least read a complete walkthrough, to understand. Kotor is a story about a particular character that you semi-customize and control, but is ultimately not YOUR character but Bioware's character. A Kotor-fan could argue that Bioware only gives you a background and you fill in all the details and control his/her actions during the game. True, but the fact that my character's background is not my own massively lessens the RPG experience IMO.
I think that the truth is that many people think they want a great RPG, whereas what they are really looking for is a great story-based game. A great game can have a great story, and a great RPG can have a great story, but just because you have a great story doesn't mean you have a great RPG.