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1eyedking Once more unto the Codex, what is an RPG?

Cryomancer

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RPG's are games with romancable elf companions and romanceable succubus companions. Just kidding.

I inadvertently hit on a key point in another thread. An RPG should force you to commit to at least certain parts of your build. If you can master everything, or respec whenever you want, it's just a brazen power fantasy, not an RPG.

Well said. Most post wow AAA rpg's and mmos are just barbie dressing games with cod-like loadout
 

Van-d-all

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Standin' pretty. In this dust that was a city.
  1. Famous past game devs twitting stuff about making the game
  2. Non famous journalists twitting even more stuff about the game
  3. Streamers & influencers!
  4. Outdated technology that requires newest hardware
  5. DLCs
  6. In game micro transactions that allow to skip parts of the game
  7. Constant positive feedback in form of loot & XP showers
  8. Lots of races and classes but with equal chances to succeed at every task
  9. Character building streamlined to a chart with funny images
  10. Non condescending balancing achieved through level scaling
  11. COOLdown abilities
  12. Lots of cosmetic items
  13. Corny plot that's easy to follow
  14. 170k+ lines of voice acting
  15. Easily distinguishable choices in dialogue wheels
  16. Romance, preferably asexual
  17. Pets & decorable housing
  18. (Instagram) Memes! and (American, duh) cultural references
  19. Colorful graphics and uninspired design to appeal to widest audience
  20. Fetch quests that can't be botched
  21. Small, linear maps to avoid getting lost
  22. Quest markers
 

laclongquan

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Searching for my kidnapped sister
A RPG should get at least 7 points out of these 12 requirements
https://rpgcodex.net/forums/index.p...eneral-codex-theory-of-what-is-an-rpg.106544/
  1. Character creation has some form of in-game consequences
  2. Statistics which define character(s) abilities are subject to change throughout the game
  3. Character(s) have skills or abilities which may improve or be altered over the course of gameplay
  4. Character(s) accrue experience which can be spent or result in gaining levels or abilities
  5. Character(s) accumulate items in some form of inventory, which the player can actively use (equip, sell, destroy, trade, etc.), which enhance or otherwise alter gameplay
  6. Character(s) accumulate currency which may be spent to enhance the character(s) in some way (items, guild membership, training, etc.)
  7. Character(s) gain levels throughout the game which result in some form of mechanical change (not just a change in character title, or description)
  8. Character(s) are able to explore over terrain, water, space, etc. ('explore' refers to free movement of main character(s))
  9. The game has some form of puzzle solving, which is resolved through combat, problem resolution, or some choice made by the player
  10. A choice made by the player alters the narrative, or some other significant part of the game (an item is found or lost, stats or skills are gained or lost, different ending, etc.)
  11. Character(s) interact with NPCs in some form of dialogue which have in-game consequences depending on what the character(s) say.
  12. Optional quests (defined here as some kind of task made available after the game has started, and which can be resolved by the player before the game ends, but is not required to complete the game) are available.
Arbitrary threshold of 'RPG'
  1. Not an RPG (7 or less RPG elements)
  2. Generally agreed upon as an RPG (8-12 RPG elements)
Note the incredible lack of mention about combat, yet every game fit the definition has combat. That is because to satisfy those requirement combat is a great way to do it.
 
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AdamReith

Magister
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2,109
Enjoy the Revolution! Another revolution around the sun that is.
A RPG is something fun and engaging.

HUBh3l.gif
 
Vatnik Wumao
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大同
Any video game in which the core design is derived from tabletop RPGs, whether directly or through imitation of the established norms of existing cRPG subgenres. The derivation can either seek to adapt a tabletop system to a video game format or simply to emulate the experience of the tabletop player.
 

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