and it's certainly NOT a roleplaying RPG game.I think I finally got it.
Disco Elysium is an RPG, but it's not an RPG game.
We've had interminable discussions about the definition of the RPG genre; the best definition is based on three essential sets of components: characters, combat, and exploration. More precisely, we could define the crucial individual elements within those sets of components:
1. Character Progression (leveling up to become more powerful)
2. Character Customization (at least classes and attributes, though classes can be replaced by a skill-based system; party customization can substitute)
3. Equipment (weapon, armor, other things that give active or passive benefits; better equipment makes a character more powerful)
4. Inventory (items on hand that can be switched with equipment or consumed)
5. Character-Skill-Based (player chooses character’s action, but success of character’s actions depends on statistics and the game system, not the action of the player)
6. Deliberation (player has opportunity to consider character’s actions before choosing what to do; in real-time games at least a pause function)
7. Randomness (dice-rolls or something else to remove determinism)
8. Statistics (game system is coherent and transparent enough that player can weigh the numbers to gauge the chance of success in an action)
9. Exploration (Player has control over character’s movement through the gamespace and can make meaningful exploration decisions rather than follow linear path)
10. Dungeons (a mythic underworld to explore; many RPGs have only a dungeon without an overworld, but it is more difficult to be an RPG with an overworld but no dungeons)
11. Openness (players have control over their characters’ movements and objectives in the world rather than being forced into particular quests; difficult in CRPGs and fairly rare)
12. Logistics (players must manage their characters’ resources, due to inventory limitations, encumbrance, stamina/fatigue, need for food, need for water, need for sleep, realistic lighting and a day/night cycle, Vancian magic memorization, weapon/armor deterioration and repair, etc.)
Just as RPGs can be categorized by major subgenres, we can also identify RPG-adjacent genres of games, which have similarity with RPGs but are clearly distinct.
Major RPG Subgenres:
- Rogue-likes: Rogue (1980), Telengard (1982), Nethack (1987), Ancient Domains of Mystery (1994)
- Turn-Based Blobbers: Wizardry: Proving Grounds of the Mad Overlord (1981), Wizardry VI: Bane of the Cosmic Forge (1990), Might & Magic: World of Xeen (1994), Grimoire: Winged Heralds of the Exemplar (2017)
- Garriot-likes: Ultima III: Exodus (1983), Ultima IV: The Quest of the Avatar (1985), Ultima VII: The Black Gate (1992)
- Real-Time Blobbers: Dungeon Master (1987) & Chaos Strikes Back (1989), Legend of Grimrock (2012) & Legend of Grimrock II (2014), Eye of the Beholder (1991), Black Crypt (1992)
- Tactical RPG: Pool of Radiance (1988), Death Knights of Krynn (1991), and other Gold Box games, Wizard’s Crown (1986), Perihelion (1993)
- Underworld-likes: Ultima Underworld: The Stygian Abyss (1992), UU II: The Labyrinth of Worlds (1993), The Elder Scrolls II: Daggerfall (1996), King’s Field IV: The Ancient City (2002)
- JRPG: Final Fantasy VI (1994), Final Fantasy IV (1991), Final Fantasy IX (2000), Planescape: Torment (1999)
- C&C: Fallout (1997), Fallout 2 (1998), Arcanum (2001), Age of Decadence (2015)
- Open World RPGs: The Elder Scrolls III: Morrowind (2002), The Faery Tale Adventure (1986), Fallout: New Vegas (2010), Kingdom Come: Deliverance (2018)
- Action RPG: Dragon’s Dogma: Dark Arisen (2012/2013), Demon’s Souls (2009), Dark Souls (2011), Salt & Sanctuary (2016)
RPG-Adjacent Genres:
Disco Elysium is yet another example of a CYOA with RPG elements, which is to say a gamebook.
- Squad-based Tactics w/RPG elements: Jagged Alliance 2 (1999), X-Com (1994), Final Fantasy Tactics (1997), Troubleshooter: Abandoned Children (2020)
- Strategy w/RPG elements: Heroes of Might & Magic II (1996) and other HoMM games, Sword of Aragon (1989)
- Adventure w/RPG elements: Quest for Glory (1990) and sequels
- Beat-‘em-ups w/RPG elements: Dragon’s Crown (2013), Dungeons & Dragons: Tower of Doom (1994) / Dungeons & Dragons: Shadow over Mystara (1996)
- Action w/RPG elements: Deus Ex (2000), Blade of Darkness (2001), NieR: Automata (2017), Bloodstained (2019)
- MMORPGs: Everquest (1997), Ultima Online (1998)
- Person Simulator: Alter Ego (1986), Princess Maker (1991) series, Wonder Project J (1994)
- Gamebooks: Warlock of Firetop Mountain (2016), Disco Elysium (2019)
Disco Elysium actually uses PnP/RPG-like mechanics. It is hard to be more of an RPG than that. If it suffers from anything it is more from being a narratively driven game, because that limits what you can do (as a player) to pre-conceived outcomes of the writters, but you could use the exactly same argument against Planescape: Torment, the Codex's Number One RPG of all times (or any other narratively driven RPG where there is only one Critical Path™). It's kind of funny to see how people are missing this, because they focus so much on Disco not having a combat layer.Disco Elysium doesn't have combat in the true sense. It has scripted events and dice rolls that offer different varieties of fluff. It may even be very good fluff! But quality is not what makes a game an RPG, and it is more taxonomically correct to call Disco Elysium a visual novel than it is to call it an RPG.
I don't disagree. But I think people are missing the forest for the trees here. Combat should be part of an RPG, but it ought to be an option. The problem is, in majority of cRPGs combat is not an option - it's the main deal (tactical games are mostly to blame here). And it comes with the cost of the player's ability to interact with the world as it gets sidelined. So by focusing on combat too much, people are actually going away from what constitutes a true RPG, in my opinion. There are also other problems involved, but this is a part of it.Arguably there could be some other kind of conflict, with appropriate conflict-resolution mechanics, that substitutes for combat, but in practice conflict resolution means combat in nearly all RPGs.
This reductionist argument would force you to conclude that any game with outcomes decided by RNG or that uses hit points is an RPG, since those are PnP mechanics. The question isn't whether it uses any RPG mechanics, but the degree to which it resembles an RPG. For the record I also do not consider to be RPGs the bevy of modern tabletop games that, while using dice rolls and familiar jargon, make it their goal to produce dramatic outcomes rather than logical results.Disco Elysium actually uses PnP/RPG-like mechanics. It is hard to be more of an RPG than that.
Yes, it's true: by instituting a Critical Path, one already begins to depart from the essence of an RPG. To some degree this is necessary in a video game, but some obviously take it further than others. At the same time, PS:T is still closer to simulation than stagecraft. The presence of a combat system and the ability to wield it freely against NPCs is a part of that. Can you up and decide to kill some poor slob in DE and take his stuff just because you felt like it? I don't think so. You can act the psychopath, but only to the exact degree and in the exact ways that the writers envisioned. The 'freedom' afforded to you in DE is an illusion, a double illusion since it's a video game. It's stagecraft, and the player is mostly just along for the ride.If it suffers from anything it is more from being a narratively driven game, because that limits what you can do (as a player) to pre-conceived outcomes of the writters, but you could use the exactly same argument against Planescape: Torment, the Codex's Number One RPG of all times (or any other narratively driven RPG where there is only one Critical Path™). It's kind of funny to see how people are missing this, because they focus so much on Disco not having a combat layer.
It isn't reductionist as Disco Elysium isn't just a game where somebody put some RPG bits to masquerade it as an RPG. The game is set in the actual RPG setting homebrew by the developers and uses core RPG mechanics as pillars of its gameplay. While people may dislike Disco for lack of combat layer or for being narratively driven, none of this changes the core aspect of the game.This reductionist argument would force you to conclude that any game with outcomes decided by RNG or that uses hit points is an RPG, since those are PnP mechanics. The question isn't whether it uses any RPG mechanics, but the degree to which it resembles an RPG.
It's the first time for me to hear that Planescape: Torment is a simulation. The ability to kill any NPC only matters if killing an NPC matters. You can kill people in Baldur's Gate after you get caught stealing from the shop, but I doubt many people would carry on instead of reloading, because the fact of the matter is: you don't want to get caught as there is no interesting content related to that and you kill a bunch of important NPCs (shop owners, for example). In a true simulation being a thief ought to result in interesting content in its own right, but that requires either some hand-crafting (and would be obviously inherently limited) or proper systems in place to simulate that aspect. Maybe as an evil party you want to get your reputation down by killing some beggars, but that's less "the game is a simulation" and more players gaming the system.At the same time, PS:T is still closer to simulation than stagecraft. The presence of a combat system and the ability to wield it freely against NPCs is a part of that.
You can say literally the same about Planescape: Torment.You can act the psychopath, but only to the exact degree and in the exact ways that the writers envisioned. The 'freedom' afforded to you in DE is an illusion, a double illusion since it's a video game. It's stagecraft, and the player is mostly just along for the ride.
No amount of compromise can equate a cyoa to an rpg.yet still flawedThis is the best explanation/definition of RPGs I encountered so far.We've had interminable discussions about the definition of the RPG genre; the best definition is based on three essential sets of components: characters, combat, and exploration. More precisely, we could define the crucial individual elements within those sets of components:
1. Character Progression (leveling up to become more powerful)
2. Character Customization (at least classes and attributes, though classes can be replaced by a skill-based system; party customization can substitute)
3. Equipment (weapon, armor, other things that give active or passive benefits; better equipment makes a character more powerful)
4. Inventory (items on hand that can be switched with equipment or consumed)
5. Character-Skill-Based (player chooses character’s action, but success of character’s actions depends on statistics and the game system, not the action of the player)
6. Deliberation (player has opportunity to consider character’s actions before choosing what to do; in real-time games at least a pause function)
7. Randomness (dice-rolls or something else to remove determinism)
8. Statistics (game system is coherent and transparent enough that player can weigh the numbers to gauge the chance of success in an action)
9. Exploration (Player has control over character’s movement through the gamespace and can make meaningful exploration decisions rather than follow linear path)
10. Dungeons (a mythic underworld to explore; many RPGs have only a dungeon without an overworld, but it is more difficult to be an RPG with an overworld but no dungeons)
11. Openness (players have control over their characters’ movements and objectives in the world rather than being forced into particular quests; difficult in CRPGs and fairly rare)
12. Logistics (players must manage their characters’ resources, due to inventory limitations, encumbrance, stamina/fatigue, need for food, need for water, need for sleep, realistic lighting and a day/night cycle, Vancian magic memorization, weapon/armor deterioration and repair, etc.)
Just as RPGs can be categorized by major subgenres, we can also identify RPG-adjacent genres of games, which have similarity with RPGs but are clearly distinct.
Major RPG Subgenres:
- Rogue-likes: Rogue (1980), Telengard (1982), Nethack (1987), Ancient Domains of Mystery (1994)
- Turn-Based Blobbers: Wizardry: Proving Grounds of the Mad Overlord (1981), Wizardry VI: Bane of the Cosmic Forge (1990), Might & Magic: World of Xeen (1994), Grimoire: Winged Heralds of the Exemplar (2017)
- Garriot-likes: Ultima III: Exodus (1983), Ultima IV: The Quest of the Avatar (1985), Ultima VII: The Black Gate (1992)
- Real-Time Blobbers: Dungeon Master (1987) & Chaos Strikes Back (1989), Legend of Grimrock (2012) & Legend of Grimrock II (2014), Eye of the Beholder (1991), Black Crypt (1992)
- Tactical RPG: Pool of Radiance (1988), Death Knights of Krynn (1991), and other Gold Box games, Wizard’s Crown (1986), Perihelion (1993)
- Underworld-likes: Ultima Underworld: The Stygian Abyss (1992), UU II: The Labyrinth of Worlds (1993), The Elder Scrolls II: Daggerfall (1996), King’s Field IV: The Ancient City (2002)
- JRPG: Final Fantasy VI (1994), Final Fantasy IV (1991), Final Fantasy IX (2000), Planescape: Torment (1999)
- C&C: Fallout (1997), Fallout 2 (1998), Arcanum (2001), Age of Decadence (2015)
- Open World RPGs: The Elder Scrolls III: Morrowind (2002), The Faery Tale Adventure (1986), Fallout: New Vegas (2010), Kingdom Come: Deliverance (2018)
- Action RPG: Dragon’s Dogma: Dark Arisen (2012/2013), Demon’s Souls (2009), Dark Souls (2011), Salt & Sanctuary (2016)
RPG-Adjacent Genres:
Disco Elysium is yet another example of a CYOA with RPG elements, which is to say a gamebook.
- Squad-based Tactics w/RPG elements: Jagged Alliance 2 (1999), X-Com (1994), Final Fantasy Tactics (1997), Troubleshooter: Abandoned Children (2020)
- Strategy w/RPG elements: Heroes of Might & Magic II (1996) and other HoMM games, Sword of Aragon (1989)
- Adventure w/RPG elements: Quest for Glory (1990) and sequels
- Beat-‘em-ups w/RPG elements: Dragon’s Crown (2013), Dungeons & Dragons: Tower of Doom (1994) / Dungeons & Dragons: Shadow over Mystara (1996)
- Action w/RPG elements: Deus Ex (2000), Blade of Darkness (2001), NieR: Automata (2017), Bloodstained (2019)
- MMORPGs: Everquest (1997), Ultima Online (1998)
- Person Simulator: Alter Ego (1986), Princess Maker (1991) series, Wonder Project J (1994)
- Gamebooks: Warlock of Firetop Mountain (2016), Disco Elysium (2019)
can you equate DE to PS:T?No amount of compromise can equate a cyoa to an rpg.
I can fight stuff in PSTcan you equate DE to PS:T?No amount of compromise can equate a cyoa to an rpg.
You can act the psychopath, but only to the exact degree and in the exact ways that the writers envisioned. The 'freedom' afforded to you in DE is an illusion, a double illusion since it's a video game. It's stagecraft, and the player is mostly just along for the ride.
You can say literally the same about Planescape: Torment.
That's not how it works. Codex is not a modern nation-state. Or any state for that matter. Except state of mind.It's already decided, Disco Elysium is not an RPG by the Codex' standards.
That's how we do it in the free world, democracy, the poles can go back to the gulag and play their Arrpeegees there.
I can fight stuff in PSTcan you equate DE to PS:T?No amount of compromise can equate a cyoa to an rpg.
Too bad the game never use them effectively, at all.PST has actually a lot of mechanics besides combat. Like magic, stealing, and stealth.
You don't even get to roleplay in any fashion. You just get to choose dialogue options based on some perks. It's literally a CYOA visual novel where perks determine which page you turn to. It's not an rpg.I think I finally got it.
Disco Elysium is an RPG