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What is teh roleplaying?!

Vault Dweller

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http://www.elderscrolls.com/forums/inde ... pic=155861

So what is roleplaying? I know it's like taking on the role of your character, acting and thinking how you would want them to if they were real or you were them. But how do you do it in a game singleplayer game, such as Morrowind or Oblivion? I know this question may seem abit out of topic, but to put it back in topic, how do/will you roleplay in Oblivion.
Like, You would make your character eat meals every day. You would always stick to character, you would make sure to get rest, etc..

As you can see, this is unnecessary, but many people enjoy playing a character, even if no one ever sees what they do or how they do it since it is a singleplayer game. It's just fun for them.

(when i stay stick to character, if your character is evil, he will always kill civilians, if he is fearless, you will always attack, no matter what, etc. )
Oh, so I could go to a tavern, have a beer and meal and read a nice book. Sounds like fun.
It can be done in different ways. Some people go hardcore and make themselves mealks and stuff.

Roleplaying in a singleplayer game, to me, is immersing myself in the game, widening my imagination by pretending the be the character I;m playing, maiing decisions like he would wondering how he would feel when presented with certain information and reacting in consequence.
my role play was mostly staying in character goin to sleep at least once every night or 2. if i was drinkin a coke or somethin or doin home work and had my game on i might take my char to the inn just small stuff it adds to the fun
I'm all for staying in character, I sleep once a day (sometimes only for 6 hours, but that happens in real life as well) I eat twice a day, once when I wake up, and once in the evening when the sun sets and I have found a tavern to spend the night. When I do need to be somewhere 'tavernless' for an important quest, I take my job seriously thus not sleeping at all because a quest needs to be solved.
 

Kraszu

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In Doom i was role playing character that was very skilled in using shotgun so i was aiming very good whit it, and very bad whit other weapon's. :lol:
 

Sandelfron

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On the subject of roleplay, wasn't it Kafka that said once, during a moment
of lucidity, he realised that the waiter serving him coffee was pretending to
be a waiter, and that he himself was pretending to be a customer?
 

corvax

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This is like shooting fish in a barrel. At least they got the staying in character part right.
 

Sarvis

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Yeah, no shit they are dumb. We ALL know roleplaying is when you pick something from a limited list of choices!
 

Vault Dweller

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Life is all about picking from a limited list of choices, why games should be different. For example, I'm sitting in my office now, I have 5 choices:

1) Work
2) Do some extracurricular activities like posting some crap at the Codex or looking for and then at porn
3) Get something to eat
4) Flirt with a pretty chick
5) Go home

That's it. While theoretically I can do a lot of other stuff, practically, my other choices are being limited by a truckload of other factors.
 

Sarvis

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Vault Dweller said:
Life is all about picking from a limited list of choices, why games should be different. For example, I'm sitting in my office now, I have 5 choices:

1) Work
2) Do some extracurricular activities like posting some crap at the Codex or looking for and then at porn
3) Get something to eat
4) Flirt with a pretty chick
5) Go home

That's it. While theoretically I can do a lot of other stuff, practically, my other choices are being limited by a truckload of other factors.

Of course, you are looking at things wrong. For instance 2 could be expanded to an almost infinite number of things you can do on the internet. A different "character" might have put read news on the net, or play flash games on the net.

A game would have limited all characters to the choices Vault Dweller would think of.
 

Kraszu

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There are no infinite number if things you can do, stop using terms that you don't anderstend, number of website are limited, number of games is limited also.
 

Sarvis

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Kraszu said:
There are no infinite number if things you can do, stop using terms that you don't anderstend, number of website are limited, number of games is limited also.

I did say ALMOST infinite, didn't I?
 

Kraszu

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Sarvis said:
Kraszu said:
There are no infinite number if things you can do, stop using terms that you don't anderstend, number of website are limited, number of games is limited also.

I did say ALMOST infinite, didn't I?

I missed that, so you admit now that i was right saing that 7 is closer to you "almost infite" then 1? There is a difference between limited an non existed.
 

sparrowtm

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Kraszu said:
There are no infinite number if things you can do, stop using terms that you don't anderstend, number of website are limited, number of games is limited also.

Learn to spell "anderstend" and while you're at it - learn to nitpick properly, you .. you .. . chinese troll!
 

Vault Dweller

Commissar, Red Star Studio
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Sarvis said:
For instance 2 could be expanded to an almost infinite number of things you can do on the internet.
Does it really matter? Those choices would be purely cosmetic and could be filed under "internet", the choice of a website wouldn't change or affect my day, so who cares? It's like having a choice between using a sword and an axe. It's indeed a choice, but it doesn't affect the game.

A game would have limited all characters to the choices Vault Dweller would think of.
No, the choices depend on a character. For example, if I didn't have an office, I couldn't browse the net openly or at all, etc
 

Sarvis

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Vault Dweller said:
Does it really matter? Those choices would be purely cosmetic and could be filed under "internet", the choice of a website wouldn't change or affect my day, so who cares? It's like having a choice between using a sword and an axe. It's indeed a choice, but it doesn't affect the game.

Not really. For instance, browsing Fark.com earlier today led me to finding a piece of information I could use in an argument with Saint_Proverbius. Had I just gone to Codex, or viewed porn I wouldn't have gained that information. Sounds like the choice of website had a definate effect on my "game."

No, the choices depend on a character. For example, if I didn't have an office, I couldn't browse the net openly or at all, etc

I don't have an office, and the cubicle I'm in has low walls. Yet here I am.

So now you think it'll be roleplaying to limit choices to restrictions YOU make up rather than ones that might actually exist or not exist.
 

Vault Dweller

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Sarvis said:
Not really. For instance, browsing Fark.com earlier today led me to finding a piece of information I could use in an argument with Saint_Proverbius. Had I just gone to Codex, or viewed porn I wouldn't have gained that information. Sounds like the choice of website had a definate effect on my "game."
Well, if arguing with Saint (or anyone else on teh intarnet) affects your life, you are right and I'm happy for you.

I don't have an office, and the cubicle I'm in has low walls. Yet here I am.
"and here I am - arguing for the sake of arguing". Some people can do whatever they want - nobody gives a shit, the office is always empty, etc; some people can't - too many people, a monitored environment, internet is blocked, etc.

So now you think it'll be roleplaying to limit choices to restrictions YOU make up rather than ones that might actually exist or not exist.
See above. Restrictions, imo, should be defined logically by the setting, specific situation(s), and characters. For example, a lawless setting like Fallout would place different restrictions on characters than a modern setting, a quest may modify those restrictions, and a character may decide to disregard them.

After those 3 layers I don't think that there is anything left for me to make up. Edit: All I have to do is create a logical setting, quests, and characters and the restrictions and possible options would define themselves.
 

Saint_Proverbius

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I've always thought the whole "staying in character" bit was a little over obsessive behavior for players of CRPGs. I've never felt the need to go that much in detail with things because time is scaled in-game anyway. You can play through several in-game days in one afternoon. I just figure that the character's hour wasn't totally taken up with the time I make him do everything, so he's catching a snack here and there or some quick cat naps.
 

Sarvis

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Vault Dweller said:
"and here I am - arguing for the sake of arguing". Some people can do whatever they want -

Not in your "game." They can only pick from a list of 6 options.


See above. Restrictions, imo, should be defined logically by the setting, specific situation(s), and characters. For example, a lawless setting like Fallout would place different restrictions on characters than a modern setting, a quest may modify those restrictions, and a character may decide to disregard them.

And you don't see the HUGE difference between restrictions stemming from the setting/environment and restrictions stemming from what options were placed in a list?

In a PnP game I'd have the exact same restrictions as I would in the same "real life" situation. In other words, if I were playing Office Worker D20 I'd avoid punching my manager because I don't want to get fired. Same as in real life. In a CRPG you would just deny me the option to punch my manager because "it doesn't make sense."

But then maybe my character WANTS to get fired because he's bored... and now he can't in the video game version because you didn't want to put in that option. I could in real life or in PnP roleplaying though.


After those 3 layers I don't think that there is anything left for me to make up. Edit: All I have to do is create a logical setting, quests, and characters and the restrictions and possible options would define themselves.

Right, once you wrote the advanced AI that would react in exactly the same way as real people would so that restrictions would be defined by a player's expectation and fear of reprisal rather than by an arbitrary list.
 

Vault Dweller

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Sarvis said:
And you don't see the HUGE difference between restrictions stemming from the setting/environment and restrictions stemming from what options were placed in a list?
Obviously I see, but my point is that it doesn't take much to think of and put all logical options on the list

In other words, if I were playing Office Worker D20 I'd avoid punching my manager because I don't want to get fired. Same as in real life. In a CRPG you would just deny me the option to punch my manager because "it doesn't make sense."
How many managers have you punched? I must confess that I punched none, although technically this option is available to me. However, much like jumping out of a window, this option is pointless because I'm restricted from doing it by many different factors, so why have it in the game at all? Now, if the situation demanded such an option, that would be a different story, in which case such an option would become realistically available.

But then maybe my character WANTS to get fired because he's bored... and now he can't in the video game version because you didn't want to put in that option. I could in real life or in PnP roleplaying though.
You could also take a dump in your cubicle, yet I doubt you'd do that. There are other, more conventional ways to get fired. Overall, it's about a setting, a situiation, and a character. If one of the 3 supports an out-of-ordinary option, it should be there. If neither of them does, there is no need to add it.

Right, once you wrote the advanced AI that would react in exactly the same way as real people would so that restrictions would be defined by a player's expectation and fear of reprisal rather than by an arbitrary list.
My point is that at any given moment, your options are limited by a list created by existing factors. It's not overly complicated to figure that list out.
 

Sarvis

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Vault Dweller said:
How many managers have you punched? I must confess that I punched none, although technically this option is available to me. However, much like jumping out of a window, this option is pointless because I'm restricted from doing it by many different factors, so why have it in the game at all? Now, if the situation demanded such an option, that would be a different story, in which case such an option would become realistically available.

Do you believe no one has ever punched their boss? Even if you do angler is right. In a game people would probably want to. In fact there is a game on the web that provides 16 different ways to violently kill the boss. Games provide exactly that kind of fantasy fulfillment... so providing options to do something is better than saying "this doesn't make sense to do, so let's not provide the option."

You could also take a dump in your cubicle, yet I doubt you'd do that. There are other, more conventional ways to get fired. Overall, it's about a setting, a situiation, and a character. If one of the 3 supports an out-of-ordinary option, it should be there. If neither of them does, there is no need to add it.

Besides, isn't this how Final Fantasy RPGs work? They put you in situations where doing anything else wouldn't really make sense. So yeah, you have to follow Yuna around in FFX... but there's not much else that would make sense to do. The only other logical option would be to settle down in the main town and start a family or hang out in the blitz arena and just become a sports star. Of course you need to travel with Yuna anyway for that second option!

You're defense of limited options of roleplaying explains exactly why Final Fantasy can be an RPG without providing multiple paths.


My point is that at any given moment, your options are limited by a list created by existing factors. It's not overly complicated to figure that list out.

My options are limited by nothing but my own goals. I want to keep t his job and get promoted, therefore no boss punching. That is all.

There is no list out there providing me with several options, but not the one to punch my boss.

You want to list only the logical choices? Life is not logical. I know people that have threatened their bosses, I know people that have tackled their bosses while drunk and started kissing them. I'm sure you could find a news story out there of someone who had punched their boss.

Life is a rich tapestry of things that people do. Roleplaying is an even richer tapestry, as it allows people to do the things they never dare to in life. Fallout is a bunch of grocery lists by comparison.

Would I punch my boss in real life? Probably not. In a PnP game? There's a good chance of it. In a video game? Option not provided. Oops!
 

Section8

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I'm of the opinion that RP is only worth it if it's accountable. Otherwise, fuck games and spend time with your imagination instead.
 

Vault Dweller

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angler said:
All options that are technically possible are there for you, whether it's punching your manager or jumping out of a window. Who cares if it will get you fired, in a game that doesn't matter.
Sure does, unless the game is stupid and your actions are irrelevant.

So what if punching your manager is a stupid idea? A game that can let you take that route also is better than a game that could not.
Like I said above, if an option fits the setting, the situation, and the character, it should be there. If it doesn't, it shouldn't be.

Our argument was about limited choices, and my point was that in real life, your choices are as limited as they are in a game. The difference is that life offers you many false options that are there to maintain your illusions of having control over it.
 

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