Xi
Arcane
Currently, the most fundamental aspect is unquestionably character development. You're playing a game of character development, everything else is secondary. Too bad you didn't have a correct option for this.
I hear this, and do not agree. It is an assertion which leads to the automatic disqualification of ARPGs from the CRPG genre. Leaving the ARPGs aside, I do not understand the logic behind the statement itself.in RPG a gameplay fully depends on stats - from basic combat to any interaction with a world. Not mentioning higher materias like tactics.
The Fundamental Aspect of an RPG is...
Xi said:Currently, the most fundamental aspect is unquestionably character development. You're playing a game of character development, everything else is secondary. Too bad you didn't have a correct option for this.
zenbitz said:Xi said:Currently, the most fundamental aspect is unquestionably character development. You're playing a game of character development, everything else is secondary. Too bad you didn't have a correct option for this.
I totally disagree with this. Let's take a game, like, i dunno, Fallout 1. Let's say that you could encounter most everything, defeat the master, and finish the game, all with the exact same stats, skills you started with. Would it still be a RPG?
I think it would.
Yeesh said:And assume, to make the choice even more stark, that you weren't able to customize your character at all, and everyone had to play with the same (unchanging) stats and skills. Surely that would be no RPG. But would you say customizing is more important than development?
Err, do you want universal rules to apply to anything? Fine then, but this isn't doable.
in RPG a gameplay fully depends on stats - from basic combat to any interaction with a world.
character skill>player skill
OK. So as applied to action elements, character skill>player skill. Rule is in effect.the character is clumsy, then no matter your 1337 wasd skills, he's not going to dodge that sword swing unless lucky.
Hmm. So character skill>player skill, except when the kind of game you want to play doesn't lend itself to that, and then the "rule" is inverted completely.However, if you were referring to limiting role playing options, like a dumb barbarian shouldn't be able to use atactics in combat apart from chaaarge! This makes for an uniteresting game. (Because gameplay is fucking paramount).
The trick is that the player HAS to play to the character's strenghts and weaknesses. Not to subvert them.
in RPG a gameplay fully depends on stats - from basic combat to any interaction with a world.
...UNLESS we're talking about the character's mental strengths and weaknesses, or moral choices, right? Because those are different from the character's ability to dodge or something crucial like that.
Great position. But what I'm saying is the rule is arbitrary and applies only where folks want to disqualify games they don't like, as opposed to being grounded in some inherent property of the CRPG genre. The fact is that back in the olden days when most classics came out, games mostly fit this mental-skills-usurpation-only model. But that's not a logically compelling reason to shut "newer" games like Gothic out of the genre.
Xi said:All RPGs must have some form of character development. The more character development, and the more reliance that the game has on the character and the character's abilities, the more RPG the game is. C&C is purely a function found within the context of character design