SomeDudeandHisHamster
Novice
- Joined
- Oct 18, 2017
- Messages
- 79
Cael
in liue of wall-texting I'll postulate the following:
- In (the context of) video games, specifically RPGs and more specifically RPGs of Western lineage: one of the oldest and most simple arguments that can be made as to why you are in actuality not playing the role of a DOOM MARINE is that the DOOM MARINE, or rather the game within which he exists is not designed with the purpose of presenting the player with multiple layers of abstracted classification and mechanically driven extrapolation in the form of deliberately discreet levels of the game's conflict resolution systems.
- In Doom there is nothing that allows the player to express a tangible change in how the DOOM MARINE interacts with the game many different elements or in how the game reacts to the DOOM MARINE; there are power-ups but they they exist--
you know what, I don't have the will-power to argue this. Up above in some earlier post someone (forgot who) talked about how an attribute system should allow character conceptualization with the lowest example being the STRENGTH or equivalent attribute changing how that character functions inside the game world: how much he can carry, whether he can bash thru obstacles, etc. It is one of the oldest and simplest examples of what I was talking about in my 1st bullet point, and it's something non-RPGs do not feature (or, being generous here, do not feature in a meaningful way).
EDIT: actually that example there about STR attrib. was from Pillars ii's backer beta release thread, lol. Why? Because apparently PoE II's has been super-dumbed-down and attributes are a bigger clusterfuck than in PoE 1 and all talents removed, etc, etc, huge fuckup all around, end result is modders wil fix it .
EDIT: obviously an RPG doesn't have to hew to such things, such as having to obligatorily feature some sort of STR-equivalency in its attributes system or whatever-the-fuck in order to allow role-playing. That example is useful because it handily demonstrates what an RPG can do and what non-RPGs do not do (because they're not RPGs, they're other types of games with different designs).
"role" in an RPG is something that's atavistically tied to what an RPG is, in my opinion...
Many classic RPG do not much more than the Doom marine in terms of interactivity. How much does the main character interact with elements within the game and how the game interacts with him in, say, Ultima 4? How about the early titles of Final Fantasy? Then there is the Gold Box games.
All of these are basically a group of people wandering through the game gaining power-ups/levels, better armour and weapons, solving puzzles, but interaction with the environment and game? Minimal.
Yet they are still considered RPGs because they have stats and a story. It seems like RPGs have no actual definition other than having stats or being story based, even the RPG devs of old had very different definitions of an RPG.