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Decline Can an RPG be real-time?

Can an RPG be real-time?


  • Total voters
    97
Self-Ejected

Dadd

Self-Ejected
Joined
Aug 20, 2022
Messages
2,727
It's an action game with RPG elements. Nothing about it is JRPG unless you think every RPG-like game made in Japan is a JRPG, which is retarded.
 

Sigourn

uooh afficionado
Joined
Feb 6, 2016
Messages
5,735
The point is people plays a specific game genre because they expect to put in use some specific gaming skills. If you mix together turn based RPGs and ARPGs under the same label "RPG", it not useful at all, since you put in the same genre games that require completely different player skills and that potentially attract different player categories.
Heavy disagree with that., because combat is just one aspect of RPGs, as important as it may be. I'm not more attracted to turn-based tactics than I am attracted to action RPGs, despite the former being based on stats and (duh) turn-based combat.
 

Zed Duke of Banville

Dungeon Master
Patron
Joined
Oct 3, 2015
Messages
13,110
The release of Morrowind in 2002 inaugurated yet another real-time subgenre of CRPGs, the (3D) Open World RPG, although it had been prefigured in 2D by The Faery Tale Adventure (1986) and its sequel Halls of the Dead (1997):

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Joined
Jan 21, 2023
Messages
3,769
Concerning the status of Dark Souls as an rpg, at least II makes stat checks during dialogue. Some npcs will refuse to talk to you if you don't meet certain requirements.

And yes, that means it's the mages, and they refuse to talk to a dumb character. Because mages gonna mage.
 

Grampy_Bone

Arcane
Joined
Jan 25, 2016
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Location
Wandering the world randomly in search of maps
I'd say Dark Souls is the perfect nexus between action game and RPG, with both reflexes and statistical optimization playing an equal role. Note that players who beat those games at level 1 do so by heavily exploiting the statistical elements of the game (i.e. perfectly matching enemy weaknesses, utilizing consumables, min/maxing gear, etc), rather than just 'gitting gud.'

As for the underlying question, you could point to stuff like Ultima 7, which, despite being real time has almost no player input into combat, you just toggle hostile mode and hope your stats are better than the enemy stats. There's also phased-type combat, where it runs in real time but turns occur at regular intervals, MMO-style. Anyway the distinction is pretty meaningless overall.
 

Nifft Batuff

Prophet
Joined
Nov 14, 2018
Messages
3,577
Action RPGs should be moved to a new subforum like JRPGs.
Most discussion of RPGs with action-based combat concerns the Souls games (or Dragon's Dogma) and is therefore already present in the JRPG subforum. :M
Indeed it is easier to find TB games in JRPGs than in WRPGs. We can verify this by checking the games that are discussed in these forums. In any case I would approve a dedicated ARPG subforum.
 

Vic

Savant
Undisputed Queen of Faggotry Bethestard
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Gameplay dominated by player skill
you just took the garbage that the other posted said at face value? He was wrong in what he was saying. Go back to that post and check the link for yourself. You can't beat skyrim with player skill alone. On the other hand, if you grind xp/skills/gear/etc. you can beat skyrim without any player skill at all in true rpg fashion.
 

Arbiter

Scholar
Joined
Apr 22, 2020
Messages
2,763
Location
Poland
The release of Morrowind in 2002 inaugurated yet another real-time subgenre of CRPGs, the (3D) Open World RPG

What about Might and Magic 6 and previous Elder Scrolls games? Or are you referring to 3D models replacing character sprites? If so M&M 9 was released a few months before Morrowind, though it is probably not as open.
 
Last edited:

sigma1932

Augur
Joined
Nov 11, 2011
Messages
119
Player skill in Skyrim ?

:nocountryforshitposters:
I don't think he's played it, player skill matters very little compared to gear+character.
Never played anything "Elder Scrolls" past the first few hours of Morrowind so I can't speak specifically on Skyrim myself... but if it's on par with FO3 (aka "Oblivion with guns"), the skills don't really matter 99% of the time. That's LARPing simulator territory.

To use the easy example, if you can proactively avoid buildng the characters' combat skills but still reliably succeed in combat by substituting the player's ability to use interface manipulation tactics to circumvent the game's statistical mechanics, then the character's in-game combat skills, and thus that charater's "role" as a "skilled/unskilled combatant", don't actually matter.

Gameplay progression based largely around sources external to the characters themselves (i.e. there's no growth mechanic inherent to the character themselves), which includes general gear loadout, puts the game in the "adventure" genre.
 

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