St. Toxic
Arcane
Why, your unsubtle "games must evolve" hint is a total Biothesda mentality. This is what they say everytime they Haloize the genre another step.
I didn't say anything about games must evolve. I'm saying that if there's a notable distinction between one piece of technology and another, it makes no rational sense to lump them into the same category. For instance, a carriage with an engine is a carriage with car-parts, but a car is not a carriage. Both rely on wheels, which are instrumental to their operation, but you naturally couldn't say that they are wheels simply because they were preceded by this component. The wheels themselves have gone through numerous alterations in order to serve their function as technology improves, and are therefore also distinguished by how they are used.
In that instance however, unlike wargames and rpg's, the techs are striving towards same goal of transporting goods and individuals with maximum efficiency and convenience. In our debate, we don't even have that. We're talking about one genre trying to accurately simulate battles as they may evolve in a large-scale conflict, generally using a static system and striving towards clearly defined objectives, and another genre trying to tell dynamic stories through world exploration and character development. The only aspect they have in common is that both genres generally contain combat (though rpg's technically don't need to), and while wargames themselves may have influenced the development of pnp combat mechanics, it's actually more plausible to say that it's the development of pnp mechanics that has influenced our modern implementation of combat in wargames.
Bullshit. The desciption for "literally any game with rpg elements" is:
1. Make a non-RPG.
2. Suddenly recall some idea from an obscure genre known as "RPG" and plug it in as an afterthought.
3. ...
4. Much more profit
I'm assuming you're trying to make a joke. It's cute, but doesn't reflect reality. Obviously rpg mechanics aren't put in games as an afterthought, because even a bad implementation is a time-consuming process and would serve no purpose in a profitable 'non-rpg'. If anything:
1. :smugface: Visualize profit
2. Draw up plans for a non-rpg
3. Realize that it has no chance of success as a stand-alone product
4. Make a shitty non-rpg-rpg (i.e dungeon-crawler) and build your non-rpg around it
5. Straight to profit (...without jrpg references)
Also, in case gaming media has clouded your mind despite your valiant efforts to stay dense on your own terms, Bonuses and Unlockables aren't in themselves rpg-mechanics. They're more like card/board-game mechanics that have made their way into all kinds of genres. Naturally, when you've gotten your 50'th headshot there's an element of progression involved in handing you your +1 damage buff, but the concept is too general in nature to really be attributed to rpg's in particular.
Within the context of videogame market of 1980, Wizardry and Ultima were among the bestsellers. Mainstream enough.
"Mainstream enough" is not an answer, though. You need to also define what constitutes as enough and why it's enough.
However, it is not market exposure itself that matters, it is recognition. Something becomes a new genre when a sufficient amount of people agree on it.
Then what about your wargames? The 'majority' certainly seem well aware that rpg's just aren't wargames, and yet you disagree. How come?
Market exposure only helps to gather critical amount of said people, to get the word out. When a large enough amount of people agree "yeah, it haven't been done before", and then copycat products arrive to make it a trend rather than unique artifact defying categories, then it becomes a "genre".
Well, sure. One game certainly couldn't define a genre on its own, but then you're faced with the dilemma of developing a balanced system for which crop of copycats one should use as genre-defining canon. Do we use the first examples of the trend, unlike your stance on wargames? Since PNP simultaneously inspired both text-adventures and dungeon-crawlers (before the advent of crpg's) as a continuation of an analog form of escapism and entertainment, I could certainly live with that -- the end result would fall somewhere in a hazy middle between adventure games and strategic combat. Maybe you'd like to use the latest examples of rpg copy-cats, as you did with wargames, i.e action games with rpg-elements? Or how about a general sample of all self-proclaimed rpg's -- like some average of Diablo and EOTB?
Ah, Black Isle fan club detected, I rest my case.
I think the jury is out.
So Chainmail borrowed elements from Dungeons & Dragons? Cool
That's right. A genre-defining component was borrowed by a genre which isn't defined by said component. I'm surprised that, despite being a sandbox fag, your thinking follows such a linear path.
Yep, games are all about fun. Surprising, huh?
Put it up on kickstarter.
Now, some people find exploring, understanding and exploiting the mechanics fun. That's a different story.
Why the hate for wargames, huh?
The rules and mechanics are the game, that's the definition of game.
But, you realize, that such a statement says nothing about cutscenes or twitchy action-gameplay, right? Maybe this mentality is part of the problem?