Tony
Novice
- Joined
- Sep 27, 2022
- Messages
- 95
Nice to have a civil discussion with you. I really appreciate it. Your argument is great, and I respect it. But, i still strongly believe you are wrong.You think this is hostile?I don't understand why you're being hostile
Because it is an obvious attempt at avoiding the question.or why you'd believe my statement of an RPG not being a CYOA means I have no idea.
I knew you'd try that. Two counterpoints:Definitions/terms change, regardless of if we like or agree with those changes. What something means is often subjective. If you want an actually definition, we could try to actually make a definition. We could approach it in two ways. First, how were RPGs created and what were they created to do? From my understanding, they evolved from wargames, and were meant to allow one or a small group of people to create characters defined primarily by non-ambiguous numbers, and the reasons for those numbers were almost exclusively combat, and allow these characters to have an adventure, with conflict and agency a main element of these adventures.
So, we have a system evolved from exclusively combat games (wargaming), with almost all TTRPGs and their rulebooks, handbooks, and supplemental materials (even item books like Encyclopedia Magicka) being combat focused. Until pretty recently in the life of TTRPGs there were no system that did not allow combat.
So, logically and rationally, by Disco Elysium not allowing combat, it cannot be an RPG, by definition, due to all the above points.
1) Just because RPGs evolved from wargames and had combat at the forefront doesn't mean they didn't evolve past being strictly combat-focused. This is why the "evolution from wargames" doesn't hold up - because you conveniently stop at the point where it's favourable to you and don't look further. But the evolution doesn't work like that.
In other words: yes, RPGs did evolve from wargames, but they aren't wargames nor they have to be about murderhobos anymore. You can have - in this day and age - an RPG session with minimal combat. Or even no combat at all. The reason Disco is light on combat stems from different reasons than its RPG roots (and is something I tend to criticize myself, a lot).
2) Disco Elysium allows combat. It is simply handled the same way everything else is: via stats and choices. And stats and choices lie at the core of RPG decision-making and resolving all issues. So, logically and rationally, Disco Elysium is an RPG, by definition, due to all the above points.
Bullshit.Second approach (and weaker approach) - would Disco Elysium play much differently if most of the RPG-elements were removed? I think this is unambiguously a no, because it was never a focus of the game. Instead, at the beginning of the game, you could have three questions and no numbers, telling the player what kind of character he is, and remove all the numbers, and the clothing options, and the game would still be loved by all the people that loved it, and disliked by all the players that dislike it, and still ignored by all the players that never heard of it. An actual CYOA book could be made of the game, and it would provide the same experience the game did, because at its heart, the game is a narrative adventure, with choices, not an RPG.
Stats (aka "RPG-elements") are exactly what makes the game an RPG: if you throw away what makes your character, then you don't have an RPG anymore. And we're not just talking about "you have more HP" or "you can use a heavier weapon". We're talking about an integral element of character's psychique/physique that impacts how he can interact with the environment (including what kind of input you can get in the first place).
To make it even funnier - by removal of stats you'd make Planescape: Torment worse game also, despite it having more "systems" (if we can count "magic", "stealth" and "stealth" as separate "systems" to begin with). This is because Intelligence and Wisdom play vital role in governing what your character (and not you) is able to comprehend. It is by no means a perfect system (Disco did this better, in my opinion), but it's way better than stats having absolutely no bearing what your character can say or do. This is why games like Disco Elysium, Planescape: Torment or Arcanum: Of Steamworks and Magick Obscura are at the top of my personal cRPG list.
Again; this is a load of bullshit.No one loves Disco Elysium for its rich and crunchy RPG system. They either love it as a CYOA and narrative despite the RPG stuff, or like it a little more than they otherwise would've due to the RPG stuff. So if the RPG stuff is not integral to the experience, how is it primarily an RPG?
A plenty of people love Disco Elysium BECAUSE of its RPG system. Yes, there are choices and narrative (and they are great, for most part), but RPG elements are very well integrated together. This means the RPG stuff is, well, INTEGRAL to the experience.
Well, first of all - anything derived from an RPG is, by extension, an RPG itself. So by being, essentially, a translation from PnP RPG Disco Elysium is a computer version of an RPG. Which is further supported by its design, meaning it is not an RPG just in name.So, those are two ways I've partially defined an RPG, by exclusion and inclusion. I'd like to hear your thoughts and your definition.
Secondly - an RPG must have a player-character and it has to allow that player-character to interact with the world. Stats are the most obvious ways to do that. They also allow to differentiate between characters. Disco Elysium does this extremely well, because player's stats play a vital role in something as basic as the transmission of information: you only know what your character can know and that's governed by his stats (and rolls). Then what you can do with the information you've obtained depends, once more, on your character: creating favourable circumstances, his stats, items, etc.
Frankly, I would be hard-pressed to find another game (save for Arcanum) where who you are literally defines you as a character. Even Planescape: Torment is lighter in this aspect (of information transmission), and more suiting as the object of your attempted criticism here. I mean, there is no real difference between a mage and a warrior in Torment, aside from one using flashy spells instead of hard objects in, oh-so-vaunted, combat. The key difference are the interactions with the NPCs. Which are, again, defined by character's stats.
There is no hostility. If I come of as hostile it may be because I am being blunt and don't mince words (too much), but that's not the same as being hostile.We can disagree, especially when it comes to definitions, since definitions literally are democratic (look up the new definition of literally for an example), but I honestly don't understand the hostility. I'm more than happy to discuss this with you, but how does name calling or hostility help at all? I respect you, and your views, and I hope we can be friends.
You can redo certain skill checks by leveling up a skill, so I can understand keeping a skill point in reserve. The downside to this is you're missing out on background skillchecks and you don't have your skills at highest possible level when attempting a non-repeatable skill check.Are you retartet or something? DE has no hard checks.
Indeed. It is amazing how something so obvious could be so contested. Especially here, of all places.DE emulate RPG experience therefore it's cRPG, couldn't be more simple. And yet… Guess that's why I love this place after all. Amazing.
1) It isn't about combat or not-combat focused, but agency and what is the game trying to do. Early video game RPGs had little dialogue or agency, and some nothing but combat. Technology advanced. Video game RPGs became better able to emulate the TT experience.
Would you say better RPGs allow players to engage in or avoid most conflicts, depending on how the player believes or best decides his character would act? How often does Disco Elysium allow the player to have agency to engage in combat? From what I played, I had one instance, where I kick someone, and I'm not even certain any stat was checked.
Second, do you have much experience with CYOA games or books? I believe the main issue stems from this. Disco Elysium, in my opinion, is unequivocally, a CYOA. Far more so than an RPG. I honestly don't see how this can be disputed.
If the RPG system was removed from Disco Elysium, it would play the same. You could have a choice of three archetypes in the beginning, and that archetype choice decides what narrative options are allowed by the player, and only those options are allowed and always successful, and I don't believe the game would be significantly different. I respect your opinion if you do, but then we will just have to agree to disagree. If they did this, would you agree the game would no longer be an RPG?
Third, something can be good and not be an RPG, even if it has some RPG systems and mechanics, such as many 4x games or strategy games. These games are mainly something else, besides being primarily an RPG. Correct?
My argument is this exact argument. Like a 4x, or a point and click, or a strategy game, with some RPG systems and mechanics, Disco Elysium is primarily something else. That something else is a CYOA. At its heart it is a CYOA, and this is clear to most (if not all) people, with plenty of experience with CYOA.
Fourth, stats 100% do not make an RPG. Wargaming did stats first, and no one considered them an RPG until the recend push to make anything with stats an RPG. If stats make a game an RPG, Baseball is an RPG, and wargaming (which predates RPG and is which RPG is an offshoot of) is all an RPG. This is factually, and logically, silly. It is a non-argument.
Fifth, the silent movie analogy is fallacious. An analogous example to that would be, "Only EGA-graphic RPGs are RPGs." It's limiting the thing by technological limitations of the time, versus what the thing was invented to do and does. TTRPGs only limitation is imagination. As technology improves, and game design, a better emulation of the TT experience can and did happen.
Sixth, The last quote, by jackofshadows, is incorrect. DE emulates the CYOA experience exactly, with a little RPG on top of it. It does not emulate the RPG experience, and doesn't try to. I have only the limited scope in agency the game allows. It is a narrative adventure, exactly how a CYOA is, with the few, limited choices a CYOA allows. Have either of you played TTRPGs? If not, it is easier to do so now more than ever, and I think once you see what RPGs truly are about, and you play a CYOA, you'll see my argument of Disco Elysium being far more of a CYOA with same light RPG mechanics is spot on.
Seventh, playing the devil's advocate, some years ago my kid tried getting me to play called "The Last of Us," (I think that's the name). Its supposed to be the greatest story ever in a game, according to her. I haven't played it yet, but as far as I know, it has no RPG mechanics or systems. If this game was remade exactly as it is with RPG stuff, I would probably consider the game to be an RPG, even though it is probably more of a story narrative than an RPG. Why don't I consider 4xs, or strategy games, or point and clicks, or CYOAs, and other genres that often include some RPG mechanics and systems RPGs? A lot of JRPGs and DRPGs have little to no agency and I accept them as RPGs. I don't have a good answer for this, other than my previous quote of when it comes to RPGs, "I know it when I see it."
Either way, this was a fun argument, and I enjoyed it. You may consider me wrong still, but I am certain I'm right (in that Disco Elysium is far more of a CYOA than it is an RPG). I'm glad we could have a civil discussion about this, friend.