sportforredneck
Cipher
- Joined
- Feb 10, 2007
- Messages
- 7,715
Drunken spaniards = horror.Dpayne said:marketed as a Survival Horror game and so was Resident Evil 4.
Drunken spaniards = horror.Dpayne said:marketed as a Survival Horror game and so was Resident Evil 4.
Xi said:Joe Krow said:Thinking a little more about it, I can't see how merely including options that have a moral implication would be enough to make a game an rpg. If this were true any game with an open enough environment would become an rpg. Grand Theft Auto, a hunting game where you can shoot your fellow hunters, a driving game where you can run over pedestrians- you are presented with moral choices inadvertantly by the environment. When choices are required, almost exclusively through dialogue, you put the question directly to the player. It dosn't matter whether it has immediate ramifications, a subtle shift in faction, or no effect on the rest of the worldl, you have created a roleplaying environment by insisting on a decission.
I don't agree with this at all. You aren't roleplaying your "role" in the scenario you provided, but rather just "playing" the game. Choices must encompass specific options that help to define the role you are playing. These choices must affect the world and the character beyond simple out of game satisfaction. Things have to revolve around the choices the character makes through consequences, or the choices one makes are pointless within the game and have no affect on the role one is playing...
Most games fail to offer enough choice to encompass all the specific roles they provide. So you have mages picking locks, thieves casting spells, and warriors using stealth simply to overcome the obstacle. Not that there's always a clear cut way to achieve a choice scenario based on class alone, sometimes you have to go outside of your skillset to accomplish things, but this is no exception for a roleplaying game. There should always be enough choices for your specific class and consequences that alter the game in ways that make sense for your class.
Xi said:The grey area, in terms of dialogue and choice, would be yes/no quest dispensors in hack and slash games like Diablo.
Diablo is not a roleplaying game because it gives you the choice to complete a quest. Your analogy is flawed.
Dpayne said:Again there are a vareity of elements, and I think we're getting too focused on the pen and paper definiton (which frankly has never been accurately represented).
Dpayne said:Honestly, would you consider Wizardry 8 to not be an rpg even though there is very little roleplaying involved at all, and the game provides you with a minimal amount of choice in terms of how to handle problems, and it's very much a dungeon crawler game?
Joe Krow said:However, if the choice to accept a quest has a moral implication aren't you advancing your persona by accepting or declining?
PnP is the new communism. /common refrainThe fact that it's never been accurately represented in a video game is the entire point of threads like this.
kingcomrade said:PnP is the new communism. /common refrainThe fact that it's never been accurately represented in a video game is the entire point of threads like this.
Xi said:Joe Krow said:However, if the choice to accept a quest has a moral implication aren't you advancing your persona by accepting or declining?
No, because it only has an effect on your imagination and zero consequence effect in game.
Edit: If roleplaying was that dependent on imagination then all video games could be classified as RPG because you could just imagine the roleplaying elements. Your imagination can only be used for immersion purposes. The game must provide choices and consequences. Plus that's only "1" choice. How does that help to define your class role? Pretty fucking weak if you ask me. It's just not roleplaying.
Spacemoose said:so let me get this straight. you're insisting that there are some three criteria for a game to have RPG plastered on the box. you admit that just fulfilling just these three requirements will result in an utter shit game. ...AND you have something against indie rpgs.
what the fuck are you doing on the codex you shitnugget?
Dpayne said:I like the idea of perhaps having ten different conditions, and if a game meets, say, 4 of them it's an rpg (similar to the traditional method of defining whether or not something qualifies as science fiction), but I can't see that being very popular here.
Joe Krow said:When defining somethiing it's best to stick to what it actually is rather then what you wish it was. For starters anyway...
About the "indies"... I'm not a retro gamer. I loved the classics and would love to see that style gameply implemented in a modern pc game. Untill that happens I don't see any point in playing poorly made imitations. I still play the originals from time to time and indies just don't compare. "They will someday." Oh good. Let me know when they do. I'll play them then.
The reason actions are not included in my definition is because controlling ones actions is an aspect of almost every other genres as well. If you read more then the 1/2 sentence you quoted it should be clear. The three things I mentioned are required to create a rpg but are not individually exclusive to rpgs
First off, the matter of choosing your actions. I didn't include it as a criteria because its not exclusive to rpgs, not because its not reqired in them.
All genres offer the player control of their actions. Saying it is a requirement of the genre would be redundant. Its a prerequisite of games in general.
How stupid are you pal? I said it would not, in itself, make a game an rpg, not that it couldn't be one
Which games have you mentioned that have all three but are not rpgs?
You listed some games but it sounded like you were hedging even then.
I'd be curious what you consider these games to be? Morally ambigous tactical stratagy games? Full-service adventure games?
(Unbeknownst to you).
I made it pretty clear how other genres could include these kinds of decissions without being rpgs and how openess can create the illussion of roleplaying (see Oblivion). Rpgs, by their nature, require choices of the player. Still confused?
Still confused?
Yeah, I know, they said the same thing on the ESF. "You can't define an rpg." "I know it when I see it.
and moral (dailogue) disposition of his character.
Consequences do not create a characters role and are therefore a bonus. As long as the player is allowed to expound on his persona by being presented with choices he is roleplaying (questions of degree aside).
The world is open enough to allow the player to make moral choices for his character arbitrarily. The ESF consider these aspects to be the heart of "roleplaying." I'm argueing it's not roleplaying at all.
The role creates the consequence, it connot be otherwise.
Tired of repeating... so tired.
denizsi said:and moral (dailogue) disposition of his character.
No. You originally defended dialogue choices, even if it meant nothing, morals included or not, and I explicitly asked if it were this way. There are other ways to achieve levels of "moral disposition", outside of dialogue, which do not constitue a fundamental feature for RPGs in your book. Your original stance was in favour of dialogue with choices no matter what. Stop making shit up and expanding your original opinions. Preserve some fucking integrity in your opinions.
28 posts agojoe krow said:I can choose to help the monk at the church but not the thief needing his good delivered. Helping one or the other, both, or niether defines your character in some way, however small. There is almost no depth in this choice and the result may not effect the game world at all, but a moral choice is being made and therefore, I would argue, it is roleplaying at its lowest form.
15 posts agojoe krow said:Grand Theft Auto, a hunting game where you can shoot your fellow hunters, a driving game where you can run over pedestrians- you are presented with moral choices inadvertantly by the environment. When choices are required, almost exclusively through dialogue, you put the question directly to the player.
10 posts agojoe krow said:To some extent thats true. If your refussal brings the game to a full stop or if the choice has no implication for your role then, yes, it would be irrelevent. However, if the choice to accept a quest has a moral implication aren't you advancing your persona by accepting or declining? For example, one character might find killing a priest unacceptable, another character you might play would enjoy that kind of thing. It's roleplaying in its simplest form.
I changed my position? Do tell ...seems pretty consistant to me. Can you read?joe krow said:Accepting contracts from the assassins guild while refusing to help the church adds to your characters persona. Granted this is the lowest form of roleplaying and ideally accepting one would preclude the otheras a consequence (just to be logiclly consistant.. a problem in "do all the quesst" games) but I wouldn't say that means your not playing an rpg... your just playing a piss poor one.
Consequences do not create a characters role and are therefore a bonus. As long as the player is allowed to expound on his persona by being presented with choices he is roleplaying (questions of degree aside).
The world is open enough to allow the player to make moral choices for his character arbitrarily. The ESF consider these aspects to be the heart of "roleplaying." I'm argueing it's not roleplaying at all.
The naked women in alien cocoon in Duke Nuke'm 3D say "kill me" in a begging tone. Shit, I just can't get my head around to killing them, it's such a terrible moral choice. Should I ignore and walk past them, kicking alien ass and chewing bubble gum, leaving them to meet their unavoidable demise slowly, or just end it right there? Choices, choices.. I tell you, it's tough roleplaying. It's such a depressive game. I can only imagine that gamers will start commiting suicide when DNF comes out.
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Consequences do not create a characters role and are therefore a bonus. As long as the player is allowed to expound on his persona by being presented with choices he is roleplaying (questions of degree aside).
The world is open enough to allow the player to make moral choices for his character arbitrarily. The ESF consider these aspects to be the heart of "roleplaying." I'm argueing it's not roleplaying at all.
Joe Krow said:With all those qualities its pretty clear your adapting a personality (dialogue)