HarveyBirdman
Liturgist
- Joined
- Jan 5, 2019
- Messages
- 1,048
But what is an RPG?Half of those slashers action games with sone small rpg element's.
But what is an RPG?Half of those slashers action games with sone small rpg element's.
To be fair, true, genuine, roleplay, is something that cannot be done properly in a single player video game environment, period. You need other people to roleplay WITH, because a computer cannot replicate the experience. You need other people to be the targets of your roleplay.
Not if you exclusively roleplay as Kirito.most jrgs are less of an rpg than modern western action-adventure games
most rpgs are action-adventure games
Considering EUROPEANS didn't changed important parts of story. And some people were so pissed when they heard two different version, they forced these two people who told them stuff differently to tell which version is right... No matter how brutal the investigation was. Well, you might be claiming that morons in central europe were different. But nobody likes when someone is pulling his leg.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.
Why? 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.
So no, when a storyteller changed the story, he wasn't snarled down by the listeners. He was cheered on because the listeners got to hear a version of the story they hadn't heard before, which made it much more exciting to listen to
The whole reason I did my break down was to emphasis what makes JRPGs enjoyable more precisely: tactical combat + cinematic story telling. They're not "roleplaying" games in the sense of either "roleplaying" another character, or "roleplaying yourself," both of which would require them to offer opportunities for player expression to a much larger degree than they do. Rather, you should think of JRPGs as being more like Western action games, but with a turn-based combat system. Your Resident Evil analogy is spot on, in this respect.
Is Call of Duty a "roleplaying" game? People have argued that it is, because it puts you in the shoes of a World War 2 soldier, so technically you are playing a role. But that's missing the forest for the trees. Call of Duty isn't "roleplaying" because you're not being evaluated on - nor does the game respond to - any form of player expression other than shooting people. Calling such a game "roleplaying" would be obsessing over a technicality, rather than looking at the larger experience that it represents. On the other hand, should Call of Duty start inserting other forms of player expressions, like talking with squad mates, dealing with shell shock, and making moral decisions on the field, then it will become, more and more, a "roleplaying" game.
The key to all this, however, is that the player has to be able to influence these expressions, to be an agent in the world. Otherwise, it becomes just a movie, and watching movies is not "roleplaying" any more than reading books is.
The sheer linearity and the frequency with which control over your characters is taken away from you is a defining feature of the experience. Even a good JRPG like Chrono Trigger often takes control away from you,
How do you like books? Stories in books are static.An RPG can be a proper RPG and a good game with barely any story at all. Just give me a decent dungeon crawler and I'm happy with that. Japs are pretty good at delivering that experience, and I enjoy their games focused on the combat and exploration experience, be it classic crawlers or modern action RPGs like Dark Souls. But whenever a stronger element of story is added, it just devolves into "read dialogues where you don't get to choose your responses, and watch cutscenes where you don't get to make any decisions". It's just completely static and hands-off, and it takes me out of the experience. The fact that these are often unskippable and excruciatingly slow (god, the way text in JRPGs tends to be typed out rather than appearing instantly... urgh) makes it even worse.
Actually I don't remember many games that FREQUENTLY takes control of main character.And a game that regularly and with a high frequency takes away control of my character from me is not a good RPG.
Wait that was because you were supposed to be captured? I thought the combat was hard because I used mage with sword, and roleplayed thus I didn't have optimal spell selection. It ended by room littered by bodies only two standing were my main character, and Ser. No more lyrium potions. Both nearly dead. Last attack with sword from main character happened before Ser could finish main character, and killed Ser.I hate retarded scripted sequences where your party walks into an ambush and gets captured for story reasons, too. Interestingly enough, Dragon Age did that kind of scene well, it's been a long time since I played it but I remember a hard as fuck battle at the end, after which you're supposed to be taken prisoner. You're supposed to lose it, and it's designed in a way to be almost impossible to win, but you get to fight it and you CAN even win it if you play it well, skipping the imprisonment entirely. Correct me if I'm wrong.
Vampire tM:B you can have this conversation:In your standard JRPG, you get lots and lots and lots of scenes where your characters act without your input, and the story just progresses without you having any say over it. So many story beats happen because of things your characters do while you have no control over them, and that is simply inacceptable in an RPG. This didn't happen in the early RPGs like Ultima, Wizardry, Might and Magic. They barely had any story, sure, but once they started introducing stories and more complex quests, control over your character or party was never taken away from you.
Are you sure about that? I remember about games that said one thing in options, then the character said something completely different. Don't remember if it was Mass Effect, or Alpha Protocol.No cutscene-induced incompetence, no decisions your party would make without your input. When it comes to handling conversations, most early RPGs would employ a keyword system where you, the player, actively typed in keywords you wanted to talk about, or chose them from a list.
You can beat up monsters in Persona 3 the same as you can beat up monsters in random western dungeon crawl. Thought only western dungeon crawl I remember that had monster fusion was Geneforge.It's all these hands-off, input-less elements that make many JRPGs feel not like RPGs at all to me, so far as to have nothing in common with western RPGs anymore, not even with the 80s RPGs they were inspired by. This is a major, major difference between western and Japanese RPGs, and this is precisely why many JRPG players can't get into western RPGs, and why many western RPG players are put off by JRPGs. Putting them into the same genre when their very design principles are so fundamentally different is confusing to those expecting roughly similar experiences when they see the label "RPG".
what would the character want to do in this situation
Indeed, this is called roleplaying.
what would be the advantageous thing for the character to do
Indeed, this is called gaming.
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.
Whether the purpose is theater, ritual, training, make pretend, or because you're an attention whore, roleplaying boils down to two processes: interpret and perform. The former is used to understand the role, and the latter is used to act it out. The closest modern profession is probably acting. However, in JRPGs you don't act. The character acts for you. It is therefore dumb fuck to argue that JRPGs are better at roleplaying than Western CRPGs. Neither are particularly great at it, but arguing that JRPGs are closer to the original form of roleplaying because "story telling," is to miss the actor for the audience. Brad Pitt is roleplaying in Fight Club. You, the audience, are not. Thus, JRPGs where all you do is watch a teenage spaz go through a psychological break down on his way to the power of friendship don't actually have any roleplaying. They're just tactical strategy games with a focus on story presentation.
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.
However, the term "roleplaying" stuck because there was a belief that Dungeons and Dragons nerds actually dressed up as elves and wizards and pretended they were their characters. This performative aspect was, indeed, roleplaying as defined, and it became associated with roleplaying games, an association that continues to this day. But the digital version of roleplaying games are so devoid of this component that they might as well be treated as tactical strategy games with story, which is especially the case with JRPGs, most of which are so removed from the performative aspect of roleplaying that they don't fit any of the conditions.
You want to see the roleplaying component in its polished form, go watch Critical Role. There's a reason why actors and voice actors are the most suited to the activity - because their entire profession is roleplaying so it's what they're best at. But the game aspect, which is how most people enjoy the genre? That's a different story altogether, and one that we could claim to be experts in.
How do you like books? Stories in books are static.
Are you sure about that? I remember about games that said one thing in options, then the character said something completely different. Don't remember if it was Mass Effect, or Alpha Protocol.No cutscene-induced incompetence, no decisions your party would make without your input. When it comes to handling conversations, most early RPGs would employ a keyword system where you, the player, actively typed in keywords you wanted to talk about, or chose them from a list.
I'm not sure if that is bad. For example early part of GANTZ was gritty and lethal because every character could explode in a GRUESOME way. BTW these fuckers didn't helped only character who could tell them what's happening, some did it for inactivity, other because they seen him as a murderer who got what he sow.
One of funny exposition is an accident which shows they could kick enemies out alive, without killing them in gruesome way.
Of course nobody told them anything, and main characters got into GANTZ because they were morons who jumped into a railroad track to help person who fell down by an accident, then they discovered the arriving train is an express.
Combat and RP are not separate if combat is a character's livelihood and thus part of their identity.
Potentially. Some people believe that crisis shows you who you really are. Video games do a bad job of connecting humanity and combat.In other words, the theatre of combat is the greatest platform for role-playing and expression of a character, which is something I've been saying all along. The story clowns have been wrong from the beginning.
There is no singular player action that is explicitly roleplaying; otherwise, Call of Duty could probably press F to Pay Respects to RPG-dom.
Most JRPGs are developed in the same restrictive yet very dev-friendy game engines.
Don't expect much difference between titles but do expect lots of titles to plague the market.