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#51
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Clearer now?
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"Square Root of 912.04 is 30.2... It all seemed so harmless..."
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#52
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An example: Suppose a game had a combat system in which every character was equally proficient. There are no stats that make one character more effective with rifles and another more effective with knives. Everyone is just as capable as any other. This would be called an "action game". Why then, would a branching story sans stat considerations be classified as an RPG element? There's no fundamental difference between "combat" gameplay and "story" gameplay. There's no fundamental difference between choosing one story path over another and choosing one weapon over another. What matters is how the rules govern each of those gameplay elements. I'm not sure how you can argue that choice within a story is solely under the purview of RPGs. What about choice within combat? Choice within exploration? Choice within equipment? Unless you're arguing that stories themselves are RPG elements, then I can't possibly see how the introduction of choice would change a thing in terms of what genre this feature belongs to. |
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#53
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Therefore, a shooter with an evolving story is a FPS with RPG elements.
__________________
"Square Root of 912.04 is 30.2... It all seemed so harmless..."
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#54
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#55
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A comparison to PnP is absurd because 1) PnP allows for infinite choice, not a handful, and are managed by a GM who can dynamically alter the story on the fly, and 2)Those choices rely on your character's stats when determining success. A good chunk of early PnP manuals won't even mention how to handle player choice/consequence. Many PnP sessions might be little more than combat runs. PnP RPGs and CRPGs are in whole different leagues, it's the nature of their respective mediums. Choose your own adventure books, Indigo Prophecy, Heavy Rain, a buttload of other adventure games. The primary element in these games involves the player making narrative decisions, altering the flow of story events, and yet no one calls them RPGs. Then there are a wealth of non-adventure, non-RPG computer games that offer just as much choice/consequence, if not more. Civilization, the Total War series, etc. No one describes these as having RPG elements, despite offering highly impactful decisions. Finally, there is the fact that early CRPGs stories were necessarily linear. You had extremely little choice, with many being little more than dungeon divers. And yet they are called RPGs, despite not having branching narratives. So no, this isn't complicated. It's very straightforward. Stats make an RPG, enforced character roles, not branching stories. Those can make for a better game, better invest the player in whatever world or story they might be exploring, but that's simply good game design, not CRPG game design. |
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#56
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I thought he was arguing from personal opinion and general observation.
Every single one of my favorite RPGs have branching story and heavy social gameplay. It seems fair to say those are important elements in making a powerful Roll Playing Game.
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#57
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Now, as to your assessment that "stat choices and enforced character roles, not branching stories" are what denotes an RPG, I would ask you this: In Battlefield 3 your weapon affects your character speed, damage, accuracy and handling stats, and you very clearly have an enforced role... Would you refer to it as an RPG? Forza 4 is about as in-depth as stats go, I can adjust everything down to tenths of degrees, and there's a very blatent role of "dragster" or "oval racer" or "sprint car"... Would that be an RPG? No, obviously not, right? Branching stories is about as in-grained to the RPG genre as stats are. And considering Deus Ex's lack of stats, but branching story, do you not find it curious that many sites list it as an RPG?
__________________
"Square Root of 912.04 is 30.2... It all seemed so harmless..."
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#58
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EDIT: Also, puzzle games, shooters, racing, platforming absolutely exists outside of video games. Quote:
Branching stories are ingrained in many genres. RPGs and adventure games are the most prominent, but it exists in action games and shooters and strategy games and whatever else. More importantly, as I've said before, branching stories are simply an evolution of interactivity. It's not a product of a genre, but a product of that interactivity. If one genre happens to use it more often, it doesn't necessarily follow that the genre can claim ownership over that design. I'd ask that you respond to this point I made earlier: Quote:
Why the press might call it an RPG? It's heritage, the mere existence of character stats, and the existing bias that only RPGs get to have branching storylines. That last misnomer is precisely what I'm disputing. |
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#59
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__________________
"Square Root of 912.04 is 30.2... It all seemed so harmless..."
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#60
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The reason it's relevant is that we have other games exhibiting the same sort of branching story features you claim are property of the CRPG genre. Choose-your-own-adventure, most notably. Given that the CRPGs with branching stories more closely resemble this than PnP type narratives, it's silly to suggest that those branching stories belong to CRPGs. They existed before CRPGs were even a thing. Branching narratives are simply one means of storytelling, not inherent to any particular game type. Quote:
I'll notice you still haven't responded to my earlier point: Why does the introduction of choice to a game's story make something an RPG concept? I'd add another question: Why does an RPG even need a story? An action game doesn't, a fighter doesn't, a strategy game doesn't. They can just as easily plop you down into a blank world without any context and set you loose. An RPG is no different. The rules by which it governs your role is what makes it an RPG, not whatever context it gives you for that role. I wouldn't say a lack of story is very compelling for the player, but it hardly changes the actual genre. Quote:
Most early CRPGs did not provide the player with choices in how the story progressed, and yet are still RPGs. Games that implement only narrative choices for the player to decide between are considered adventure games (or sometimes, interactive movies). The type of choice/consequence generally presented in a CRPG more closely resembles that of a choose-your-own-adventure book than that of PnP tabletop games. Clearly then, the distinction lies elsewhere than whether there's a branching story or not. |
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#61
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As for why it needs a story, because once again, it is a defining trait of the genre. I realize you're attempting to argue semantics, but the simple fact remains there are things associated with RPGs - story being one of the biggest. Quote:
Preeeetty sure that pre-dates virtually every RPG in history. You'll notice that the story in Zork is ridiculously open-ended. Also as to your idea that it's only BioWare and Obsidian, I would also direct you to a small company called Bethesda. They have these two unknown games series known as the Elder Scrolls and Fallout, which are notoriously open-ended. You know, Elder Scrolls, the games that seem to epitomize the RPG market these days? I would also suggest looking at CD Projekt Red, GSC Game World, inXile Entertainment and Supergiant Games before assuming two companies have a stranglehold on the idea. Then I'd suggest reviewing why Blizzard, Relic Games and Crytek (People that actually work in the industry) also consider branching stories to be an RPG element, while you (Some player) insist the world is mistaken.
__________________
"Square Root of 912.04 is 30.2... It all seemed so harmless..."
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#62
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well, i can turn on the national news & watch explicit footage of Muammar Gaddafi literally getting ripped limb from limb by his assailaints in a drain pipe.
at that point, i cant help but think theres worse sources of violence then video games. not to mention, games are rated by the esrb for their content. if you dont want your kids to see it, dont buy it for them? |
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#63
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