An RPG (videogame) is a type of videogame where the human controls a player avatar through indirect means and strengthens the character prodecurally through character progression and items, to guide him through a story inside a certain world.
An RPG (videogame) is a type of videogame where the human controls a player avatar through indirect means and strengthens the character prodecurally through character progression and items, to guide him through a story inside a certain world.
RPGs might (and ideally should) have a lot of text, but it isn't necessary. RPGs require three things:RPG are games that have lot of text, and require some logical thinking based on information found in that text.
Roleplay is not starting with movies. It start first with stories when some old grizzled veterans tell at campfires with the teller maybe act it out and listeners immerse themselves in that. If the whippersnappers want to change details like the correct skills of main character, or change the dialog between MC and other char, either the teller or other listeners will snarl him down~
Then it advanced with stories on writing materials. Then movies.
Like it or not, jRPG follow the oldest definition of ropleplay, fun or not.
Roleplay is not starting with movies. It start first with stories when some old grizzled veterans tell at campfires with the teller maybe act it out and listeners immerse themselves in that. If the whippersnappers want to change details like the correct skills of main character, or change the dialog between MC and other char, either the teller or other listeners will snarl him down~
Then it advanced with stories on writing materials. Then movies.
Like it or not, jRPG follow the oldest definition of ropleplay, fun or not.
The fun thing about oral history is that details are often different between different groups of storytellers. We can see the proof of that in the ancient myths that have been written down, be it Sumerian and Akkadian, Greek, or Norse. There are several versions of the same myths, written down by different people in different locations, and the details are slightly different. Gilgamesh is a great example: there are many stories about this great hero, and even when archaeologists find tablets containing a story that is already known from other sources, it will have minor details that differ from the already known versions.
My own observation is that a lot of WRPG devs try very hard to rope in consumers who don't even buy into the genre to begin with.
Roleplay is not starting with movies. It start first with stories when some old grizzled veterans tell at campfires with the teller maybe act it out and listeners immerse themselves in that. If the whippersnappers want to change details like the correct skills of main character, or change the dialog between MC and other char, either the teller or other listeners will snarl him down~
Then it advanced with stories on writing materials. Then movies.
Like it or not, jRPG follow the oldest definition of ropleplay, fun or not.
The fun thing about oral history is that details are often different between different groups of storytellers.
This. 100%RPGs might (and ideally should) have a lot of text, but it isn't necessary. RPGs require three things:
(1) some kind of class system
(2) the class you choose affects gameplay by making your character better at some things and worse at others
(3) freedom in how you approach the narrative
And that's it. Old school tabletop games started it, and video games continue it. With those things, it's an RPG. Without those things, it's not an RPG. You can add other things to further narrow down the variety of RPG.
Because oral storytelling lends itself perfectly to putting your own spin on a story. Heck, often it was even politically motivated - your own village gets a larger role in the tale than it originally had, but everyone cheers you on as you tell the story because they like that new detail.
My own observation is that a lot of WRPG devs try very hard to rope in consumers who don't even buy into the genre to begin with.
"What is the nature of RPGs?"
Are we going through this endless debate again?
The natural and historical origin of RPG's is children playing pretend as part of the natural way we develop -> let's play army man, let's play cops and robbers, let's play super hero, let's play house, let's play doctor, etc. Kids play RPGs all the time -- they set up the rules (we are in a doctor's office) and the classes (I am the doctor, you are the patient, and suzy is the receptionist) and then they go to town. Anything can happen. Tabletop RPG's are sophisticated, guided versions of these same kinds of games. Modern video game RPGs are conceptually no different.
what would the character want to do in this situation
what would be the advantageous thing for the character to do
This analogy is pretty interesting for JRPGs, because in a re-enactment the actors don't necessarily have a lot of freedom in their role, yet taking part still feels like, well, being a participant.
Pretty sure that average people play soulsbourne, final fantasy, kingdom hearts, pokémon, nier automata, devil may cry, and others.Analyze: Who plays animu JRPG? Weebs!
Solution: Course of action? Ignore weebs and people with anime avatars ( even if it's kinda anime style but not anime per day)
Pretty sure that average people play soulsbourne, final fantasy, kingdom hearts, pokémon, nier automata, devil may cry, and others.Analyze: Who plays animu JRPG? Weebs!
Solution: Course of action? Ignore weebs and people with anime avatars ( even if it's kinda anime style but not anime per day)
The reason any of this is confusing at all is because even the original Western CRPGs don't feature much roleplaying, and you could easily argue that roleplaying is a poor description of the game component of the genre. Roleplaying games emerged as a special branch of tactical strategy games. Gary Gygax was a tactical strategy games fan. It would not be inaccurate to say that the entire genre of roleplaying games should just be named "tactical strategy games," and that we're not actually roleplaying game fans, but strategy game fans. That would make tremendously more sense, in many respects, because there is a huge amount of overlap between the two genres and, more often than not, people who are attracted to roleplaying games will also be attracted to other strategy games because they have very similar game mechanic appeals. That is certainly the case for me.
Valkyria Chronicles is a game where:I doubt I'll ever see a western RPG as precisely and meticulously constructed as Valkyria Chronicles, but I'm certain it won't happen without a re-examination of what cRPGs should aspire to be.
Half of those slashers action games with sone small rpg element's.Pretty sure that average people play soulsbourne, final fantasy, kingdom hearts, pokémon, nier automata, devil may cry, and others.Analyze: Who plays animu JRPG? Weebs!
Solution: Course of action? Ignore weebs and people with anime avatars ( even if it's kinda anime style but not anime per day)
Valkyria Chronicles is a game where:I doubt I'll ever see a western RPG as precisely and meticulously constructed as Valkyria Chronicles, but I'm certain it won't happen without a re-examination of what cRPGs should aspire to be.
That's your idea of a "precisely and meticulously constructed" RPG? A lot of cRPGs have some mechanics that are unbalanced or not implemented as well as they could, but that's generally the result of having a wide scope. Valkyria Chronicles' scope on the other hand couldn't be smaller, consisting only of a linear series of combat maps, yet it still manages to be a mess of haphazard design decisions. The same is true for a lot of other jrpgs.
- it's practically impossible to lose (as long as you station your tank's back against a wall where their radiator can't be hit), since fallen squad members can be resurrected at no cost and you have a limitless supply of health kits and ammo;
- the enemies are artificially gimped to an extreme degree (e.g. enemy units are not allowed to act more than twice during a phase, whereas there is no restriction on how many times your units can act);
- a ranking system punishes you for engaging in the core gameplay, reducing the XP and money you receive the longer you take to complete a mission, regardless of how well you play.
The reason any of this is confusing at all is because even the original Western CRPGs don't feature much roleplaying, and you could easily argue that roleplaying is a poor description of the game component of the genre. Roleplaying games emerged as a special branch of tactical strategy games. Gary Gygax was a tactical strategy games fan. It would not be inaccurate to say that the entire genre of roleplaying games should just be named "tactical strategy games," and that we're not actually roleplaying game fans, but strategy game fans. That would make tremendously more sense, in many respects, because there is a huge amount of overlap between the two genres and, more often than not, people who are attracted to roleplaying games will also be attracted to other strategy games because they have very similar game mechanic appeals. That is certainly the case for me.
I don't really disagree a whole lot with any of that. That said, though I am very much a fan of these "tactical strategy games", I am also a fan of roleplaying games, with which I suppose I primarily mean PnP games. So while it is a futile thing, by and large, I do find it interesting to consider to what extent computer games can do some of the things that PnP games do. The thing about JRPGs is that they obviously do very little, but they're still fun for some reason, so figuring out what it is they do exactly is an interesting question to me. I think that players probably do feel greater immersion as, say, Cloud Strife, because they spend hours playing as the character, even if the character is mostly outside player control in cutscenes. Then again, that's even more true for a game like Resident Evil, so go figure.
Gygax, incidentally, was certainly a wargamer, and he didn't care a great deal for thespian antics, but the games he played fall clearly outside the rubric of conventional strategy games too. The games Gygax himself ran, to the best of my knowledge, were deadly, high-tension dungeon crawls with an emphasis on navigation (players had to draw their own map based on Gygax's narration) and devious traps. What stands out as the emphasis of his games was carefully probing the gameworld for information to come up with creative, safe solutions to problems (alas, another thing that computer games can't really handle). If you asked me where the "roleplaying" comes in, I'd say that compared to actual strategy games, there's a strong identification between the player and the character; no one particularly cares if their toy soldiers die in a strategy game, whereas in an RPG, not wanting to die is very much the point. Roleplaying is there to create and nurture that identification, but without the "game" part, you're really just engaging in make-believe; it's only when you combine both that you get genuine tension, so both elements are eminently desirable.
In any case, semantics and theory aside, I'm firmly in the camp that neither cRPGs or JRPGs are capable of genuinely doing the things that distinguish PnP RPGs from, say, board games, so aspiring to the status of a "real RPG" is kind of pointless. What they can do, though, is try to accomplish some of the same effects in a different way that works on computers. What I've tried to say in this thread, I guess, is that cRPGs could really benefit from getting over trying to be like PnP games, as not only is it impossible to reach the goal with current technology, but trying very hard anyway has tended to result in mediocre and flawed games. If there's something good about JRPGs, it's that they've already gotten over that and are doing their own thing, and I think cRPGs would be better off doing the same.