Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Decline Can we please stop calling RPGs without gameplay Adventures?

KeighnMcDeath

RPG Codex Boomer
Joined
Nov 23, 2016
Messages
15,350
Not sure about BG, but I can distinctly remember how Morrowind was received by then-oldschool gamers as huge decline and disappointment compared to Daggerfall.
Even more so, Diablo - that was a swearword back then, the epitome of decline. And now you have folks considering it a classic of ARPGs.
What ARPGs were there before Diablo 1? I always had the impression that the ARPG genre was defined by this game.


I've been seeing more "CRPGS" using magic the gathering-like card systems and dice rolls like a board game or yatzee. Weird shit.
 

Strange Fellow

Peculiar
Patron
Joined
Jun 21, 2018
Messages
4,241
Steve gets a Kidney but I don't even get a tag.
Interactive Fiction has some relation to text adventure games, but the term is generally applied to works that lack any gameplay, much less the particular form of gameplay that defines the adventure genre.
Generally by whom? Interactive Fiction means adventure games without graphics as far as I'm concerned, and that's how I see it used. There's also no reason to give up on the "adventure game" genre moniker just because we can't come up with a definitive definition. It's the same situation that we have with RPGs.

Anyway, this thread was started with reference to one particular game, and I said then that the only reason people here are comfortable calling it an adventure game is because on RPG Codex defining an RPG is super srs bsns, but adventure games can be whatever because they don't fall under the jurisdiction of our autism. Gives you an idea of how pretentious some of those people are.
 

V_K

Arcane
Joined
Nov 3, 2013
Messages
7,714
Location
at a Nowhere near you
because they don't fall under the jurisdiction of our autism
Well they do now :positive:
Interactive Fiction has some relation to text adventure games, but the term is generally applied to works that lack any gameplay, much less the particular form of gameplay that defines the adventure genre.
Generally by whom? Interactive Fiction means adventure games without graphics as far as I'm concerned, and that's how I see it used.
Yeah, I'm also a bit weirded out by that statement. IF historically referred to parser-based games, and even the more experimental recent works that might not be games in the sense of not having a winning condition still have gameplay by virtue of, well, having a parser.
The trend of calling visual novels without the visuals IF must not be allowed to take hold.
 
Last edited:

KeighnMcDeath

RPG Codex Boomer
Joined
Nov 23, 2016
Messages
15,350
True VN have literally no choices. I dl'd a few dragon warrior like porn ones and you read.. click mouse and read rinse and repeat. There were a few branches (like 2) on who you would prefer to fuck/react or how.... made virtually no difference.

A game like Zork or Myst there are far more choices and certainly a lot of puzzles.

Certain Puzzle find the item hidden in the picture games really just flow in one direction with no backtracking. Clear the puzzle go forward to next reading story narrative. Some have inventory and some don't.

I guess some are a mix of walking simulator as well depending in perspective view. More than a few of these are glorified GO FISH! type games.
 

Zed Duke of Banville

Dungeon Master
Patron
Joined
Oct 3, 2015
Messages
13,059
Anyway, this thread was started with reference to one particular game, and I said then that the only reason people here are comfortable calling it an adventure game is because on RPG Codex defining an RPG is super srs bsns, but adventure games can be whatever because they don't fall under the jurisdiction of our autism. Gives you an idea of how pretentious some of those people are.
Yes, I pointed out on more than one occasion (once in this very thread) that Disco Elysium fits into the adventure game genre even more poorly than into the RPG genre. :MPrestigious Codexers should be careful and consistent in defining other game genres, just as we are with RPGs.
 

Norfleet

Moderator
Joined
Jun 3, 2005
Messages
12,250
Yeah, I'm also a bit weirded out by that statement. IF historically referred to parser-based games, and even the more experimental recent works that might not be games in the sense of not having a winning condition still have gameplay by virtue of, well, having a parser.
Yes, but clearly, the parser isn't core to the game. See the Sierra "Quest" series of games that have been made to work without a parser and instead based on clicking. If you want to avoid this alternative label, then they remain "Adventure" by virtue of descent from ADVENT.
 

Harthwain

Magister
Joined
Dec 13, 2019
Messages
5,384
Yes, I pointed out on more than one occasion (once in this very thread) that Disco Elysium fits into the adventure game genre even more poorly than into the RPG genre. :MPrestigious Codexers should be careful and consistent in defining other game genres, just as we are with RPGs.
The irony is that from mechanical standpoint Disco Elysium fits the RPG genre better than a lot of games that are considered RPGs (which isn't all that surprising for anyone who read the devblog).

The only problem people have with Disco is that you can't be a murderhobo (read: the opportunities for combat as the method of conflict resultion are extremely limited). However, how often the possibility to kill anyone at any time is meaningful?

I recall killing that guy in Torment, who had hoped that engraving his name at the base of the stone would split it. I mean, after hearing that I HAD to check it out! Then there is NEO Scavenger, where you are quite literally a muderhobo, who's wandering around the world, killing other wandering murderhobos with sticks and stones. It's glorious.

Otherwise you avoid killing non-combat-designed people (civilians, for example), because it's wholly meaningless (you don't gain much from killing somebody and usually it makes a lot of people outright hostile towards you). Then there are enemies you're supposed to fight with, and Torment again comes to mind. Does trash combat like that add anything to the game? Not in my opinion. That's why I am not so hard-set on murderhobo being a hard qualifier for a game to be considered an RPG. Unless we're talking about games specifically designed for that. Still, I think Fallout is a perfect middle ground between the two extremes (no combat and combat only).
 

Absinthe

Arcane
Joined
Jan 6, 2012
Messages
4,062
Disco Elysium's problem is that it has no gameplay. All the dialogues are basically cosmetic, and all the character advancement and itemization only boils down to how to get +1s to the skill you want at the moment, which really only matters for dialogues. It tries to look like an RPG, but it lacks the depth of character advancement and gameplay systems to be regarded as an RPG. There is basically no form of challenge in Disco Elysium, you realize? Just because you have dice rolls and a skill system doesn't mean you have an RPG, especially when the skill system is really only of cosmetic value.

So no, it does not fit the RPG genre.
 

Absinthe

Arcane
Joined
Jan 6, 2012
Messages
4,062
First and foremost, it is a game. And a game features gameplay. Which DE does not, frankly.

The Visual Novel descriptor is accurate for a reason.
 
Joined
May 31, 2018
Messages
2,852
Location
The Present
There are several related qualities which distinguish RPGs from classic point-and-click adventure games. In the classic adventure genre,
  • Character did not have attributes, or any customization.
    • There are no character related challenges (HP loss, skill checks, etc.)
  • Failure is uncommon in a PnC adventure game. You either progressed, or you didn't.
Challenges were puzzles, trivia, riddles, application of found items, or both. There really wasn't much failure, because there were no statistical challenges for the character. Only the player was challenged, not the character. The character wasn't challenged, because there was no customization--no role. Dragon's Lair did feature some failed states, but I can't remember many others that had them. Monkey Island had one or two, and Grim Fandango had none. I can't remember any failure states in Day of the Tentacle, Loom, or Sanitarium for that matter. It's been a very long time though. Those two bulleted qualities are going to sort out most from which is which.
 
Last edited:

NJClaw

OoOoOoOoOoh
Patron
Joined
Aug 30, 2016
Messages
7,587
Location
Pronouns: rusts/rusty
Pathfinder: Wrath I'm very into cock and ball torture
Disco Elysium's problem is that it has no gameplay. All the dialogues are basically cosmetic, and all the character advancement and itemization only boils down to how to get +1s to the skill you want at the moment, which really only matters for dialogues. It tries to look like an RPG, but it lacks the depth of character advancement and gameplay systems to be regarded as an RPG. There is basically no form of challenge in Disco Elysium, you realize? Just because you have dice rolls and a skill system doesn't mean you have an RPG, especially when the skill system is really only of cosmetic value.

So no, it does not fit the RPG genre.
There are PnP RPG systems without any real form of challenge. Even if I don't like the comparison, I guess you could say that Disco Elysium is to Baldur's Gate what Dungeon World is to Dungeons & Dragons.
 

V_K

Arcane
Joined
Nov 3, 2013
Messages
7,714
Location
at a Nowhere near you
There are PnP RPG systems without any real form of challenge.
There are many TT games without any challenge, not just RPGs. The point of those are social interactions and improvisation - they don't work as an analogy for a heavily scripted single-player, um, experience.
 

NJClaw

OoOoOoOoOoh
Patron
Joined
Aug 30, 2016
Messages
7,587
Location
Pronouns: rusts/rusty
Pathfinder: Wrath I'm very into cock and ball torture
There are PnP RPG systems without any real form of challenge.
There are many TT games without any challenge, not just RPGs. The point of those are social interactions and improvisation - they don't work as an analogy for a heavily scripted single-player, um, experience.
The point of some of those RPGs is telling an interesting story, which is exactly what Disco Elysium does. People play different games for different reasons, you can't just reduce everything to improvisation.
 

V_K

Arcane
Joined
Nov 3, 2013
Messages
7,714
Location
at a Nowhere near you
The point of some of those RPGs is telling an interesting story
If that story isn't improvised or fails to take the players' improvisation into account, the it's in the wrong business. Should have been a book.
And frankly, I believe the only reason DE isn't a book is that Estonian fiction market is tiny and that no Anglophone publisher would publish a non-Anglophone writer. And judging by the snippets of DE writing I've seen, they would have been 100% right.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom