33 Replies. 2 pages. Viewing page 1.
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| 33. |
Re: Op Ed |
Feb 28, 2010, 20:58 |
Jerykk |
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I thought of another: Zork. It's one of the granddaddies of them all and yet I'd think you'd be hard pressed to find any adventure gamers that don't consider it an adventure game. Per your definition, it wouldn't qualify. I've never played Zork. Does it not meet the following criteria?
1) Linear. 2) Story-driven. 3) Puzzle-focused. 4) NPC interaction.
If you don't find my definition of "adventure" acceptable, what would you suggest? The dictionary definition of "adventure" is pretty vague and if we go by that, pretty much any game, from Call of Duty to God of War to Arcanum, would be considered an adventure game. How about Zelda and Tomb Raider? I know many people would consider them adventure games but their gameplay greatly differs from one another. Tomb Raider is a semi-realistic platformer. Zelda is more of an action game than anything else.
Why not? Other than your own say-so, you haven't given any reasons for this. Except I have, several times already. RPG = Role-playing game. Obviously the critera to qualify as an RPG has to be more than "you play a role," otherwise ever game ever made would be an RPG. Therefore, RPGs must distinguish themselves by letting players choose the role they want to play. How is this accomplished? By giving them meaningful choices that extend beyond "do I kill this guy with a sword or do I kill him with an arrow?" (if such superficial choices qualified games as RPGs, then almost every game would be an RPG). Character-leveling does provide choice but if these choices only boil down to superficial choices like the above, then games like God of War would be considered RPGs.
That is why RPGs must provide meaningful choices. Please note that when I speak of RPG, I'm using the purest definition of the genre. While I do acknowledge the existence of hybrid games, I believe such games should be accurately classified as such. If a game has equal parts action and RPG, it is an action/RPG, not an RPG. Diablo could be considered an action/RPG but to refer to it simply as an RPG is grossly inaccurate.
It's a combination of character-leveling mechanics (usually revolving around combat) and adventure-style story/quest driven gameplay. By this definition, NOLF2 is an RPG. You have character-leveling mechanics (mostly revolving around combat) and the game is story-driven. You have primary objectives (main quests) and secondary objectives (side-quests). You can also obtain and use items and interact with some NPCs.
Note that the latter usually includes somewhat freeform game worlds (i.e. non-linear movement), ability to interact with other characters, ability to obtain/use items, etc. 99% of adventures don't have freeform game worlds. Progression is strictly linear.
BF and CoD don't qualify, because the leveling in those games is strictly tied to multiplayer which is purely action. Why does being online-only matter? I didn't realize that RPGs can only be single-player. And if having purely action gameplay disqualifies you from being an RPG, wouldn't that disqualify Diablo as well? After all, all you do in Diablo 1 & 2 is kill monsters.
This comment was edited on Feb 28, 2010, 21:22. |
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| 32. |
Re: Op Ed |
Feb 28, 2010, 19:04 |
dryden555 |
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JRPG's arent "dead:"
its just that more folks are playing them nowadays and instantly realizing they are intended for 13 years old boys. It is totally OK for a game franchise to be aimed at young teens, so I dont see the "problem" that needs to be solved here. The article misses the point entirely. |
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| 31. |
Re: Op Ed |
Feb 28, 2010, 15:25 |
shponglefan |
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Yifes wrote on Feb 28, 2010, 14:54: Doesn't the term RPG originate from PnP? If so, then it's reasonable to apply the features of PnP and Western RPGs to the definition of a RPG. Western-style CRPGs grew out of PnP games, and in turn JRPGs grew out of Western-style CRPGs.
It's pretty silly to play the reductionist game, because if we do that then RPGs may as well not exist in video game form at all.
It always seemed to me that JRPGs are misnomer, and since then, the term RPG has only been misused more and more, with ever broadening definitions, so that it has lost most of its original meaning. Definitions evolve. It's the nature of language.
This is still ridiculously broad, with criteria open to wildly different interpretations. There are RPGs without adventure style stories (like some tactical RPGs which are just a series of missions), and there are multiplayer shooters with quest driven gameplay (ie. take this objective, get experience, level up). It seems like all you're doing is drawing arbitrary lines in the sand. Like I said, the definition is broad and there is overlap with all sorts of other genres. And hence, all the subgenres. But I use the definition as it is typically used by gamers at large. Jerykk on the other hand, has his own private definition that nobody else seems to subscribe to. |
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| 30. |
Re: Op Ed |
Feb 28, 2010, 14:54 |
Yifes |
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shponglefan wrote on Feb 28, 2010, 10:31:
Jerykk wrote on Feb 28, 2010, 03:44: If a game doesn't give you any meaningful choices, it can't be a role-playing game. Why not? Other than your own say-so, you haven't given any reasons for this.
It seems you've defined RPG based on solely on earlier Western CRPGs, which grew out of PnP RPGs. Doesn't the term RPG originate from PnP? If so, then it's reasonable to apply the features of PnP and Western RPGs to the definition of a RPG. It always seemed to me that JRPGs are misnomer, and since then, the term RPG has only been misused more and more, with ever broadening definitions, so that it has lost most of its original meaning.
Like i said three times now, it's not strictly leveling. It's a combination of character-leveling mechanics (usually revolving around combat) and adventure-style story/quest driven gameplay. This is still ridiculously broad, with criteria open to wildly different interpretations. There are RPGs without adventure style stories (like some tactical RPGs which are just a series of missions), and there are multiplayer shooters with quest driven gameplay (ie. take this objective, get experience, level up). It seems like all you're doing is drawing arbitrary lines in the sand.
This comment was edited on Feb 28, 2010, 15:10. |
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| 29. |
Re: Op Ed |
Feb 28, 2010, 14:25 |
Yifes |
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Zyrxil wrote on Feb 28, 2010, 12:41:
Evil Timmy wrote on Feb 27, 2010, 17:46: If that's all you do in ME2's combat sequences, try cranking up the difficulty. At one notch above normal, not only is nearly every battle a real challenge, but enemies will move up and flank, and they're a serious enough threat to force you to move. Even early on, I found myself tactically repositioning my squaddies around corners and such to cover my retreats and advances, just so I wouldn't get slaughtered. It really makes the game a lot better, when you're not nigh invincible and you've actually gotta consider how you play, rather than hiding in one spot or just unloading and counting on superior firepower. Hahahaha. Oh, I almost thought you were serious. Even at Insanity, the only difference is that enemies tend to have 3 health bars- health/armor/shield, instead of just the basic health. No flanking done, everything is the same, but you take a ton more damage. Just finished my first game, on hardcore. The only "flanking" the AI ever does is if the enemies spawn at two different points on the map and then proceed to head towards you along paths made predictable by limited map design and availability of cover.
This comment was edited on Feb 28, 2010, 15:06. |
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| 28. |
Re: Op Ed |
Feb 28, 2010, 12:41 |
Zyrxil |
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Evil Timmy wrote on Feb 27, 2010, 17:46: If that's all you do in ME2's combat sequences, try cranking up the difficulty. At one notch above normal, not only is nearly every battle a real challenge, but enemies will move up and flank, and they're a serious enough threat to force you to move. Even early on, I found myself tactically repositioning my squaddies around corners and such to cover my retreats and advances, just so I wouldn't get slaughtered. It really makes the game a lot better, when you're not nigh invincible and you've actually gotta consider how you play, rather than hiding in one spot or just unloading and counting on superior firepower. Hahahaha. Oh, I almost thought you were serious. Even at Insanity, the only difference is that enemies tend to have 3 health bars- health/armor/shield, instead of just the basic health. No flanking done, everything is the same, but you take a ton more damage. |
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| 27. |
Re: Op Ed |
Feb 28, 2010, 10:31 |
shponglefan |
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Jerykk wrote on Feb 28, 2010, 03:44: As such, I think it's reasonable to use those traits to define the genre. Except there are always outliers. Painting yourself into a corner with an extremely rigid defnition is silly.
I thought of another: Zork. It's one of the granddaddies of them all and yet I'd think you'd be hard pressed to find any adventure gamers that don't consider it an adventure game. Per your definition, it wouldn't qualify.
If a game doesn't give you any meaningful choices, it can't be a role-playing game. Why not? Other than your own say-so, you haven't given any reasons for this.
It seems you've defined RPG based on solely on earlier Western CRPGs, which grew out of PnP RPGs. These are a mere subset of the broader RPG genre, which includes action RPGs (like Diablo et al.), strategy RPGs, JRPGs, FPS hybrids (Deus Ex, System Shock 2), etc. All you've done is defined a subset, not the whole genre.
Likewise, you've defined adventure games based on the 80's/90's era graphic adventures, but not the broader set.
The whole point of genres is to make it easier to classify games. If you use such broad definitions, there's no point in having genres at all. If an RPG is defined as any game that has leveling, that means CoD, BF, God of War and a host of other games are RPGs. Like i said three times now, it's not strictly leveling. It's a combination of character-leveling mechanics (usually revolving around combat) and adventure-style story/quest driven gameplay. Note that the latter usually includes somewhat freeform game worlds (i.e. non-linear movement), ability to interact with other characters, ability to obtain/use items, etc. These are typically characteristic in RPGs as well.
GoW arguably could come close to an action-RPG, although it lacks character-driven leveling mechanics (since all you do is boost your weapons). This is also why Zelda is usually not considered an RPG, although it too skirts the border.
BF and CoD don't qualify, because the leveling in those games is strictly tied to multiplayer which is purely action. Games like System Shock and Deus Ex are better examples of hybrid FPS/RPG style games.
This comment was edited on Feb 28, 2010, 12:54. |
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| 26. |
Re: Op Ed |
Feb 28, 2010, 03:44 |
Jerykk |
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Adventure games need not be completely linear (i.e. The Void) and they also don't necessarily need revolve around puzzle solving (i.e. The Path). I don't know if I'd really consider The Void an adventure game. It's so out there that I don't think it really fits into any specific classification. As for The Path, I'm not sure it even qualifies as a game, letalone an adventure game. 99% of the game consists of running around a forest looking for random crap. I think a better example of an adventure game with RPG elements would be Blade Runner. That game wasn't strictly linear and there was a degree of moral choice, with multiple endings to boot. But Blade Runner wasn't a typical adventure game. The vast majority of adventure games are linear, have no meaningful choice, are story-driven and revolve around puzzle-solving. As such, I think it's reasonable to use those traits to define the genre.
Just like you can have non-linear adventure games, you can have linear RPGs. It doesn't make them non-RPGs. Except choice is the defining part of RPGs, just like shooting is the defining part of shooters and racing is the defining part of racing games. If a game doesn't give you any meaningful choices, it can't be a role-playing game. If a game is completely linear, it can't be an RPG. You can certainly combine genres, in which case the most prominent aspect of the game would define it's classification. God of War lets you level up your powers and abilities. It also has some platforming and puzzle-solving elements. However, the game revolves around beating up monsters, which is why God of War is a beat'em-up and not an RPG, a platformer or a puzzle game. Diablo also lets you level up your powers and abilities but again, the game revolves around killing hordes of enemies, which is why Diablo is an action game with (light) RPG elements.
The whole point of genres is to make it easier to classify games. If you use such broad definitions, there's no point in having genres at all. If an RPG is defined as any game that has leveling, that means CoD, BF, God of War and a host of other games are RPGs. |
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| 25. |
Re: Op Ed |
Feb 28, 2010, 03:25 |
Prez |
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The discussion as to what exactly makes a game an RPG is so subjective as to be approaching retarded, so I ain't going there. What I will say is that after 18 years, the part in Final Fantasy 3 (as it was called here in the states; it was 6 in Japan) where your female character sings an opera then later throws herself from a cliff from a broken heart to the same score remains one of the most poignant and touching scenes I ever played in a game.
JRPGs went off the rails when they became more about ridiculous pointy hair and random battles every 3 feet. That is not to say that one done right couldn't be just as stirring an experience.
This comment was edited on Feb 28, 2010, 03:43. |
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| 24. |
Re: Op Ed |
Feb 28, 2010, 00:36 |
shponglefan |
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Jerykk wrote on Feb 28, 2010, 00:27: Define "adventure game." To me, an adventure game is a completely linear, story-driven game that revolves around puzzle-solving and NPC conversation. While RPGs do have NPC conversations, they typically do not revolve around puzzle-solving, nor are they completely linear. Adventure games need not be completely linear (i.e. The Void) and they also don't necessarily need revolve around puzzle solving (i.e. The Path). And for that matter they can probably get away without NPC conversations, although I can't think of a title off-hand.
The fact is, it's almost impossible to come up a completely rigid defintion for any gaming genre. Definitions are broad and fluid, and with many exceptions.
RPGs need to be open-ended because it is the genre that is defined by having the most choice. No they don't. Just like you can have non-linear adventure games, you can have linear RPGs. It doesn't make them non-RPGs. |
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| 23. |
Re: Op Ed |
Feb 28, 2010, 00:27 |
Jerykk |
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There's the whole adventure game component, too. Define "adventure game." To me, an adventure game is a completely linear, story-driven game that revolves around puzzle-solving and NPC conversation (Grim Fandango, Sam & Max, Monkey Island, etc). While RPGs do have NPC conversations, they typically do not revolve around puzzle-solving, nor are they completely linear.
If game is completely linear (like traditional adventure games), it is not an RPG because you do not get to choose the role you want to play. RPGs need to be open-ended because it is the genre that is defined by having the most choice.
This comment was edited on Feb 28, 2010, 00:32. |
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| 22. |
Re: Op Ed |
Feb 28, 2010, 00:14 |
shponglefan |
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Jerykk wrote on Feb 27, 2010, 21:53: Leveling alone is not sufficient to qualify as an RPG. Of course not. There's the whole adventure game component, too. Hence: RPGs really are just adventure games with leveling mechanics.
So far your rebuttul consists of "nuh-uh!". So good luck with that. |
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| 21. |
Re: Op Ed |
Feb 27, 2010, 21:53 |
Jerykk |
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No, the only thing RPGs "should" do is let you level up your character. So God of War is an RPG? After all, you can level up your various attacks. Dante's Inferno too. Hey, in Modern Warfare 2, you gain XP online and level up your ranks. Hell, just about every game has a leveling system these days. Leveling alone is not sufficient to qualify as an RPG.
RPGs really are just adventure games with leveling mechanics. Correction: JRPGs really are just adventure games with leveling mechanics.
RPG only means what you want it to mean is basically what you're saying. No, what I'm saying is that my definition is the most logical definition of RPG. I have yet to see anyone offer any better definitions.
Here are the arguments I've seen thus far:
"JRPGs are RPGs because Japanese people refer to them as RPGs!"
"Any game with stats or leveling is an RPG!"
"Any game where you play as a character is an RPG!"
That pretty much sums it up. I've already provided sound, logical rebuttals to each of these arguments and have yet to see any counters other than random insults.
This comment was edited on Feb 27, 2010, 21:59. |
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| 20. |
Re: Op Ed |
Feb 27, 2010, 21:49 |
shponglefan |
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An RPG should let you solve each situation in a manner of ways (though these typically boil down to violence, stealth or persuasion). It should also let you make high-level choices (otherwise known as moral choices) that have a greater impact on the story and the game world. No, the only thing RPGs "should" do is let you level up your character. That's about it. RPGs really are just adventure games with leveling mechanics. |
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| 19. |
Re: Op Ed |
Feb 27, 2010, 21:45 |
CommunistHamster |
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| Sounds more like a tirade against turn-based combat to me, which writes most boardgames off. Seriously, have you played a good, non-mainstream boardgame? Combat can be very deep. |
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| 18. |
Re: Op Ed |
Feb 27, 2010, 21:10 |
Verno |
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You heard it hear first folks, the only genre definitions that matter are Jerykk's horribly rigid structures that do not allow for sub-genres nor genre advancement or evolution. RPG only means what you want it to mean is basically what you're saying. Honestly, I literally cannot tell if you are trolling for attention or being serious half the time anymore. |
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Playing: Faster Than Light, Tales of Graces F, Fire Emblem 3DS Watching: Ghost in the Shell, Hannibal, Oblivion |
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| 17. |
Re: Op Ed |
Feb 27, 2010, 21:07 |
PHJF |
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| Stop the press, Jerykk is at it again. Will you be performing all weekend? |
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| 16. |
Re: Op Ed |
Feb 27, 2010, 20:38 |
Jerykk |
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Actual if anything JRPGs are probably the most highly specific form of roleplaying. You quite literally play in character. If we define an RPG as any game where you play as a character, that would be an extremely broad and completely useless definition. A much better definition would be that an RPG is a game that lets you choose the role you want to play through the choices you make. An RPG should let you solve each situation in a manner of ways (though these typically boil down to violence, stealth or persuasion). It should also let you make high-level choices (otherwise known as moral choices) that have a greater impact on the story and the game world.
Given this logical definition, JRPG is simply the most inappropriately named genre out there. A much more apt title would be "Japanese adventure" because it shares much in common with traditional adventure games. Linear, story-driven games where you play as a predefined character and have no real choice in how you progress through the game.
Your beef is that you want freeform RPG and you've got a whole genre of that so you should really stop whining like a 5 year old about it all the time. That doesn't make any sense. RPGs, by their very definition, should be freeform. Saying "freeform RPG" is like saying "stealthy stealth game" or "shooter with shooting."
BTW, if a 5-year-old could make the distinction between a JRPG and an actual RPG, I'd be pretty impressed.
This comment was edited on Feb 27, 2010, 20:46. |
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| 15. |
Re: Op Ed |
Feb 27, 2010, 19:54 |
Verno |
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Jerykk wrote on Feb 27, 2010, 18:59: I don't have any problems with the combat in JRPGs. I have problems with the complete and utter lack of actual roleplaying. Actual if anything JRPGs are probably the most highly specific form of roleplaying. You quite literally play in character. Your beef is that you want freeform RPG and you've got a whole genre of that so you should really stop whining like a 5 year old about it all the time. |
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Playing: Faster Than Light, Tales of Graces F, Fire Emblem 3DS Watching: Ghost in the Shell, Hannibal, Oblivion |
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| 14. |
findings |
Feb 27, 2010, 19:39 |
space captain |
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Final Fantasy - Famicom, 1987 Dragon Quest - Famicom, 1986 Dragonstomper - Atari 2600, 1982
not jrpg - CRPG! yes there is your evidence
Like most console role-playing games, every so often, a random battle will occur, with the player and enemy taking turns attacking one another until one or the other is dead; if the player expires (accompanied by a faster version of Taps being played), a simple hit of the Reset switch brings him back to life right where he lies, but with all of his collected gold lost and his Strength and Dexterity reset to their normal values. Experience points do not exist in the game, although every so often, items such as staves, potions, or magic rings will be found in the spoils of battle, or inside of the aforementioned buildings. These items have a random chance of either raising or lowering the player's Strength or Dexterity. |
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33 Replies. 2 pages. Viewing page 1.
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