So in a RPG shooter, it should never be enough for the player just to aim well with his mouse, he must also increase his character skill stats, like "accuracy" or "damage"? The latter sounds as if enemies would be bullet sponges. Nothing wrong with that where it makes sense - like when trying to destroy an armored vehicle with a pistol - but if you can't even kill an unprotected NPC point blank with a powerful gun just because your "damage" skill is too low, I think the RPG mechanic is taken too far.- Games where player skill (reflexes, twitch) carries significantly more impact than character skill cannot be RPGs.
I'd call that easy and poorly balanced RPGs: the mechanics are there, but are not really needed. And if the player has such bad reflexes that he needs those stat investments, he likely don't know how to use them anyway.These are usually realtime action games with stats (Dark Souls, Borderlands, etc.) I think you can complete Skyrim or Deus Ex without stat investment, so I would be hesitant to call them RPGs. I believe Cyberpunk is close too.
Sounds like they at least have RPG elements. Not sure what "overshadow" means here, can't building a base have its own RPG mechanics, or add to the core systems? It would be different it the core system was made obsolete by the base, like if you no longer needed body armor because you never went outside your base.- Cross genre games where hefty system bloat overshadows core RPG systems. Vagrus, Titan Outpost, etc. These games usually don't know what they want to be (hell, I'd even put half of WotR there). I think they do have RPG elements, but they are not fully developed or are cluttered by strategy elements, macro, 4X, survival, base building or whatever.
You're obviously wrong, and Josh is right, Wayne Gretzky Hockey is the best game Bethesda ever made, and it's also their most rpg-like game, both by a fair margin.Pro Evolution Soccer an RPG because every player has stats? Some people like Soyer would say yes, but we know they lost their mind. For me, nope. I used to have a theory that RPGs were not a genre per se, but... a 'quality' or attribute you graft onto another genre. I was wrong. That is just character elements or stats.
A child's guide on how to use the codex.Okay, Let's be real here... eh? We all know the answer
Games I don't like can never be arrpeegees.
Gygax successfully predicted Oblivion, then.Gary Gygax said, whether a game is an RPG is determined by the number of polearms in its weapons list. And the more polearms it contains, the more it is to be praised.
I'm not sure where this stems from, but Ash is generally fairly coherent even when I disagree with him.The biggest crime codex committed in recent years is letting Ash change his avatar. Now you can't just scroll past his retardation on reflex alone without ever reading any of that shit.
I don't know if that's exactly fairly. I think it's more a matter of how well those games implement their mechanics, honestly. Look at how long after Diablo and Diablo II it took to get some decent ones within the "Action RPG" subgenre. I've mentioned it a few times, but Divine Divinity was a game I went in to expecting to hate, but ended up beating it. Sacred was the first one I liked and I was hooked on it. Roshambo Warrior from NMA and I used to play Diablo II occationally together, and Sacred was our follow up to Diablo II for those sporadic coop sessions.Action-RPG lite, barely qualifying, if at all. I very much prefer the term "clickers" though.
There's a big overlap between simulation games and RPGs, obviously. One of the main purposes of a character system is to model, i.e. simulate, how that character interacts with the world around him in order to accomplish what the player wants him to do.You're obviously wrong, and Josh is right, Wayne Gretzky Hockey is the best game Bethesda ever made, and it's also their most rpg-like game, both by a fair margin.
Okay, Let's be real here... eh? We all know the answer
Games I don't like can never be arrpeegees.
Some method of calculating to-hit is required for any game to qualify as an RPG
So in a RPG shooter, it should never be enough for the player just to aim well with his mouse, he must also increase his character skill stats, like "accuracy" or "damage"?- Games where player skill (reflexes, twitch) carries significantly more impact than character skill cannot be RPGs.
Action and Roleplaying are at the opposite side of a scale when classifying game genres. A game typically can not be Action RPG.
You're obviously wrong, and Josh is right
gtfoI think you can complete [...] Deus Ex without stat investment, so I would be hesitant to call them RPGs
I'm pretty sure you could beat Fallout with out stat investment if you were careful and lucky.
My definition would be to have at least maybe 70% of well-established RPG game design to qualify as a "true" RPG
You need to define RPG genre first.
The mandatory feature of trve RPG is indirect control.- Games where player skill (reflexes, twitch) carries significantly more impact than character skill cannot be RPGs. These are usually realtime action games with stats (Dark Souls, Borderlands, etc.) I think you can complete Skyrim or Deus Ex without stat investment, so I would be hesitant to call them RPGs. I believe Cyberpunk is close too.
well duh, you'd like them if they were role playing rpg gamesOkay, Let's be real here... eh? We all know the answer
Games I don't like can never be arrpeegees.
The mandatory feature of trve RPG is indirect control.
You tell your character what to do, he abides
Yes but control shall not be directThe mandatory feature of trve RPG is indirect control.
You tell your character what to do, he abides
No, that is bullshit. You always control something, a unit, a character. That is a mandatory feature of nearly any computer game. It is too vague.
What is Diablo 1? Titan Quest?
Yes but control shall not be directThe mandatory feature of trve RPG is indirect control.
You tell your character what to do, he abides
No, that is bullshit. You always control something, a unit, a character. That is a mandatory feature of nearly any computer game. It is too vague.
If your skill overrides the character skill, this is direct control