St. Toxic
Arcane
What's the primary, most present and, arguably, most important mechanic of most RPGs?
I think that's character development.
What's the primary, most present and, arguably, most important mechanic of most RPGs?
I believe 'Character development' can be conveyed in a number of different ways, from the statiscal to story driven dialogues. The latter are mechanics, the storytelling, the former is the story itself.What's the primary, most present and, arguably, most important mechanic of most RPGs?
I think that's character development.
What? What f`ing "different egg? There is no different kinds of egg in this story! Species that didnt lay eggs dont matter in this at all.proto chicken is created in the egg, therefore...but the proto-chicken that is not actually a chicken comes before the egg.
Which is a different type of egg. If you go back far enough through this process, you end up with a species that isn't egg-laying at all.
Yeah sure - Not!Kind of like how turn-based combat evolved into the more realistic realtime 3rdperson shoulder-mounted cam combat before we really got to the golden egg-stage of cRPG's.
Nope, characters and their abilities (and therefore players ability) to influence the gameplay being limited by character skills.What's the primary, most present and, arguably, most important mechanic of most RPGs?
I think that's character development.
Nope, character and therefore their abilities (and therefore players ability) to influence the gameplay being limited by their skills.
I believe 'Character development' can be conveyed in a number of different ways, from the statiscal to story driven dialogues. The latter are mechanics, the storytelling, the former is the story itself.
Within that point of view, combat is the most present and the primary mechanic not only because its most common within the game and its the most developed mechanic but also because the stories that RPGs tell are about some guy(s) that kills people.
Right, but what's to distinct it from combat in Quake or Call of Duty? These too are games built with combat in mind and tell the story of guise who kill people. What you'll find in every single RPG, unlike other games, is a system of progression for the character which acts as the base for any encounter, be it combat or otherwise. It's not just the choice of whether you'll use a hyperblaster or a railgun to kill your next foe, but that your character in the game either has or lacks the affinity necessary for you to even make that choice -- so if there's a base on which the distinctive combat is built upon, combat itself cannot be the primary mechanic, as it would then dictate how these principles operate. As the same principles can be applied to non-combat encounters, a game could theoretically replace combat with hardcore diplomacy, or any other peaceful challenge where you face off against adversity based on your selected abilities, and be none the poorer on 'rpg mechanics'. Perhaps it would be more accurate to say that combat is, generally speaking, an ever present element in any game no matter the genre, but it's arguable whether it's actually necessary.
When you say "development" - its too broad. Its not just about developing a character. Anything can be considered developing a character. Clothes, items you collect, weapons you choose... whatever.
I should have said this, but I foresaw that our disagreement is merely how we organize our thought. I agree with your post. Character Development is, indeed, the basic premisse that all RPG stories must follow. And, ideally, Combat would only be one system out of many that convey that story. But reality is different, in the sense that merely putting together a interesting combat system (encounter/inventory/class/whatever designs + the kind of combat) by itself is already a strain on many a developer's organizational competence - to approach same issues/quests in ways other than Combat is taking things to a level that very few developers can reach. Worse, its even impossible if you consider that most developers are willing to throw much of their time and money at the industry's cinematic focus and its something that the average codexian might expect out of the box - ditto P:E.
So when I say that Combat is the primary mechanic, I mean it de-facto. Even if Obsidian accomplishes Project: Eternity's scope well, its still very likely that Combat and its auxiliary systems are going to be the game's mainstay and most developed section. Not only because its necessary, but also because a lot more effort was put into Combat systems over the decades than everything else (or so is my impression as a consumer). Also, filler combat might make into the game.
But you have to specify what aspects exactly you mean. Development just by itself doesnt mean anything because it can mean anything at all.When you say "development" - its too broad. Its not just about developing a character. Anything can be considered developing a character. Clothes, items you collect, weapons you choose... whatever.
That's certainly a part of it, but I'm not sure I follow your thinking. The reason I choose such a broad term in the first place is because I want to include all aspects rather than exclude the most important ones.
What's the primary, most present and, arguably, most important mechanic of most RPGs?
Nope. Development is what happens when those skills increase, which they usually do, but don't strictly have to.You mean character development?
Nope. Development is what happens when those skills increase, which they usually do, but don't strictly have to.
Picture a game with broad and diverse array of skills and stats, but no level up or other stat increase mechanics - you get fixed point pool, allocate them on chargen, maybe get it sprinkled with some RNG, and that's it, you have to roll with what you've built.
No development, still an RPG, because you still have to define your role mechanically
But you have to specify what aspects exactly you mean. Development just by itself doesnt mean anything because it can mean anything at all.
Its the mechanic of character skills limiting the way you play, thus providing you with a specific path through the entire gameplay. Be it combat, or solving quests or influencing the story or whatever the game has for its content.
Thus as a fighter you will experience a different gameplay then as a mage, diplomat or rogue.
A fighter doesnt get to experience frying someone with fireballs. A mage doesnt get to experience what its like to lay smackdown, and so on.
This can be further diversified or constrained - but nothing happens if there are no limits to start with.
Distinction of character skills limiting how you as a player can affect and experience gameplay as a whole - is what makes an RPG different from other types of games.
It seems like a negative thing at first look, of course - but we all know that this feature has a great positive effect of enabling multiple such limited playstyles to be incorporated into one game.
Maybe Delterious wanted to ask whats the most important style of gameplay in a RPG and someone can argue it is combat because we see that in most RPGs, but then he formulated the question in a wrong way.
I wouldnt agree with that because that just makes the game an action RPG.
Now that's just arguing words, 'character development' might as well as be conveyed through character creation as well. Besides, there's also character development through other systems than the statistical.Picture a game with broad and diverse array of skills and stats, but no level up or other stat increase mechanics - you get fixed point pool, allocate them on chargen, maybe get it sprinkled with some RNG, and that's it, you have to roll with what you've built.
No development, still an RPG, because you still have to define your role mechanically.
Since I'm not in the mood for pointlessly bickering over semantics, how do you propose we call increasing stats and levels as opposed to pre-game chargen? Because those two are completely independent of each other.Well, theres creation. If you're allocating stats or skills at some point, you're still developing the character.
No they aren't. Character creation sets possible courses for increasing stats and such. Grouping them in a single system is fine.Since I'm not in the mood for pointlessly bickering over semantics, how do you propose we call increasing stats and levels as opposed to pre-game chargen? Because those two are completely independent of each other.Well, theres creation. If you're allocating stats or skills at some point, you're still developing the character.
You can have games without chargen, but with stat increases (many jPGs), there doesn't seem to be anything preventing games with just chargen and no increases from working - indeed, it would even remove quite a few balancing problems, you obviously can have games featuring both (most cRPGs) and games featuring neither (most other games) - ergo, they are independent gameplay elements even though they are operating on potentially the same set of stats.No they aren't.
But all those are different ways to implement limits.But you have to specify what aspects exactly you mean. Development just by itself doesnt mean anything because it can mean anything at all.
But if I'm specific in this context I'm forced to exclude aspects of character development. No, better to be all inclusive to easier bridge between various rpg's without entering into the discussion of what defines the genre. For CD it's the skills, the stats, the inventory, the equipment, the goals, the speech options.
Classes are just one way to limit the player created character ability to influence the whole of the gameplay. Skill points, xp-points, items, equipment, dialogue checks and options, attributes.... - all limit what you can do inside the game.That's not strictly true, though. Plenty of games don't have classes and don't distinguish one play-through from another by giving the player enough resources to max himself out. But despite this flaw in the design you still have the core rpg components, skills that define your character's ability to accomplish a specific task.Its the mechanic of character skills limiting the way you play, thus providing you with a specific path through the entire gameplay. Be it combat, or solving quests or influencing the story or whatever the game has for its content.
Thus as a fighter you will experience a different gameplay then as a mage, diplomat or rogue.
I just gave a simple example. Of course there are games that let you max out almost everything if you grind enough like a lunatic. Of course there is Oblivion, but is it considered a good RPG because of it?This is generally not true. There's usually an option for mixing magic and melee and, to be honest, it's not particularly game-breaking.A fighter doesnt get to experience frying someone with fireballs. A mage doesnt get to experience what its like to lay smackdown, and so on.
This can be further diversified or constrained - but nothing happens if there are no limits to start with.
I'm insisting on having one character different from another, because that's what makes game an RPG.Why are you insisting on chargen, DraQ? Remove that too. Is it still an RPG then?
This, although I would make an exception for games that despite filtering content through stats do technically allow maxing character out, but it generally doesn't occur in normal gameplay - see Morrowind.Skills just by themselves do not present a limitation. Because if all content is open to all skills (or items, or stats, or equipment) then ... youre not really playing an RPG.That's not strictly true, though. Plenty of games don't have classes and don't distinguish one play-through from another by giving the player enough resources to max himself out. But despite this flaw in the design you still have the core rpg components, skills that define your character's ability to accomplish a specific task.
Well, it might just as well be tactics instead of twitching, but this.In fact, if all content is open to all skills then there is no sense in having them in the first place - and the only difference is then created by differences between players themselves - which we all know as "twitch" gameplay. Player skills - instead of character skills.
I'm insisting on having one character different from another, because that's what makes game an RPG.
Then player's experiences wouldn't differ through the characters themselves, rather their decisions to manage this 'pre-generated' party in, say, combat. Making this game either a Strategy or a Action game. Assuming combat is as prevalent as we've come to expect, of course.I'm insisting on having one character different from another, because that's what makes game an RPG.
Fine, so how about a party-based RPG with no chargen and no level ups? Each possible party member is different from the others.
In a party based game where you create your whole party, the party as a whole is de facto the PC. If and by how much parties differ determines how much of an RPG the game is.I'm insisting on having one character different from another, because that's what makes game an RPG.
Fine, so how about a party-based RPG with no chargen and no level ups? Each possible party member is different from the others.
But all those are different ways to implement limits.
Skills just by themselves do not present a limitation. Because if all content is open to all skills (or items, or stats, or equipment) then ... youre not really playing an RPG.
I just gave a simple example. Of course there are games that let you max out almost everything if you grind enough like a lunatic. Of course there is Oblivion, but is it considered a good RPG because of it?
Ergo - RPGs which give more limits are better than those that dont.
You can have games without chargen, but with stat increases (many jPGs), there doesn't seem to be anything preventing games with just chargen and no increases from working - indeed, it would even remove quite a few balancing problems, you obviously can have games featuring both (most cRPGs) and games featuring neither (most other games) - ergo, they are independent gameplay elements even though they are operating on potentially the same set of stats.
Problem?