Human Shield
Augur
The whole argument is pointless because you see a binary on-off switch for RPGs, when the rest of the world sees levels.
You also treat the idea as a historical concept, while the rest of world treats it as definition concept.
Didn't Bard's Tale have open travel? Reactive world means using skills to effect the environment in permanent ways, that would be different from other skills. As well as a seamless and open progression.
The whole point of RPG gameplay was to remove rails, create a world with many facets, and using character skill to react to those facets in different ways.
Old dungeon crawlers had traps, water, puzzles, etc... Different facets interacted with differently based on a created character.
On-off, forward-stop. Any one directional element outside an overall goal is a detriment to RPGs.
GTA is a mission-based action game. Forward-pause gameplay.
Zelda is an action-adventure game. Forward-pause gameplay.
DeusEx is an action game with weak RPG fragments. Forward-pause gameplay.
The correct point (since your memory is shit) is a game based on dialog using stats to accomplish a goal.
Strategy to pick sword attack. Strategy to pick "persuade option".
Just because you're retardedly hung up on superficial means....
"If researching on a computer ingame provides game information it still isn't good enough because it needs to display every single website."
You also treat the idea as a historical concept, while the rest of world treats it as definition concept.
Sarvis said:It's good to know classics like The Bard's Tale and Pool of Radiance aren't RPGs then. What a relief!
Didn't Bard's Tale have open travel? Reactive world means using skills to effect the environment in permanent ways, that would be different from other skills. As well as a seamless and open progression.
The whole point of RPG gameplay was to remove rails, create a world with many facets, and using character skill to react to those facets in different ways.
Old dungeon crawlers had traps, water, puzzles, etc... Different facets interacted with differently based on a created character.
On-off, forward-stop. Any one directional element outside an overall goal is a detriment to RPGs.
Almost as relieving as knowing that GTA, Zelda and DeusEx really are RPGs!
GTA is a mission-based action game. Forward-pause gameplay.
Zelda is an action-adventure game. Forward-pause gameplay.
DeusEx is an action game with weak RPG fragments. Forward-pause gameplay.
Oh, and don't forget your classic "game with nothing but story is really a strategy game!"
The correct point (since your memory is shit) is a game based on dialog using stats to accomplish a goal.
Strategy to pick sword attack. Strategy to pick "persuade option".
Just because you're retardedly hung up on superficial means....
"If researching on a computer ingame provides game information it still isn't good enough because it needs to display every single website."