Nonsense.If you don’t think it’s possible for a CRPG to have no combat (100% possible in a TTRPG,
And since you're so fond of appeals to authority, might as well listen to the person who created the RPG instead:
Gary Gygax said:If a game is nothing but role-playing, then it is not really a RPG, but some form of improvisational theater, for the game form includes far more than acting out assumed roles.Gary Gygax said:“Storytelling” games are not RPGs.Gary Gygax said:If people enjoy playing limited roles in a game setting in which there are "untouchables," where they must be marionettes for the GM to move about, well and good. It is just not full RPG activity, and often is little more than amateur theatrics, play acting in a minor and surely inferior story line built as an adjunct to the original authored fiction and relatively meaningless to that work. Still, if it's entertaining to the participants, it is fulfilling its purpose, but it ain't RPGing.
Hard to let go, innit lads?
Ofc you'd all rather be playing PoE, NumaNuma and Outter Faghots, except that it's shit
You’re usually more meticulous than this.
No, he wasn't. He was talking about 'storytelling' systems and diceless games. Look it up if you want.He seems to be saying LARPing does not an RPG make, which I agree with completely.
His points and their context are self-evident, you're just being disingenuous. But here you go:And if you could find a quote where Gygax flat out said RPGs require combat qua combat, I’m sure you would’ve cited it.
Gary Gygax said:Yes, there should be a lot more emphasis on roleplay, what it is to create a character and stay within the framework created, and what it means to the game overall when this is done. This is not to say I am disparaging combat, as it is a very important, integral part of the RPG form.
Gary Gygax said:Pacifism in the fantasy milieu is for those who would be slaves.
Gary Gygax said:in my considered opinion detailed "realistic" combat rules are a detriment to the RPG, not a benefit. There is already undue stress placed upon combat as the central theme of the game form, while it is in fact only one of several key elements.
Gary Gygax said:Fixation on a single aspect of the RPG form makes for tedious play to my thinking. All combat, all exploration, all yakking, all problem solving, all any single thing is downright dull.
Gary Gygax said:The real bad rap against dice rolling is if combat is the predominate feature of play, that negating the other elements that make up the game…such as role-playing.
These games have combat systems, and you can enter combat if you will. That's completely different to a game where you're forbidden from doing so.I’ve played Call of Cthulhu modules that had no combat, mostly investigation (some of the Delta Green ones). Was that not an RPG? I have friends who’ve played Burning Wheel campaigns with no combat—is that not an RPG? There’s stat based dispute resolution with dice (also the core mechanic in Disco), not just pure role-playing, which seems to fit the definition you’re citing just fine.
so you disagree with Gygax, the guy who invented RPGs, on the definition of RPGs?I guess we just have two competing definitions of RPG then. I disagree with Gygax. Plane tickets bitch
A role-playing
The problem is that most of computer role-playing games are not really RPGs. They are simplified tabletop war games in a disguise.
So now there is a generation of kiddies who have been conditioned into thinking that C&C in a RPG means being able to choose in between a rock and a stick. And the consequence is that as you bash mooks with a rock, a rock related number increases.
so you disagree with Gygax, the guy who invented RPGs, on the definition of RPGs?
I hate the fucking Codex sometime. We have a real argument right here, delivered coherently and logically, but people would rather cite some random fucking guy that made the first RPG than respond.What? DE may not be a "full-fledged RPG" (if RPGs require robust combat systems; there are occasional fights of a limited sort in the game), but it has not even the faintest resemblance to CYOA books, which don't track variables. Even the very, very limited number of gamebooks that tracked character stats (in a very, very limited way) didn't track world-state variables. And none of them had anything resembling dialogue.DE is an interactive CYOA, let's not kid ourselves.
You might say that DE is a very good RPG minus combat, but a CYOA book is not an RPG minus combat, it's something else entirely. An elephant without tusks isn't a chez lounge.
And, to preempt the argument, DE isn't an adventure game. Its puzzles are comparably limited to its combat, its items primarily have generic stat-based effects that trigger upon being equipped rather than custom puzzle-oriented effects that trigger upon being used on a hotspot.
Nor is DE a visual novel, as those don't offer free-form exploration, inventories, etc.
Overall, DE is clearly closest to an RPG, so it seems like either you have to say "it's its own thing" or "it's an RPG without combat" rather than trying to shoehorn it into some other category of game.
I hate the fucking Codex sometime.
Citation needed on it being 'so important to me'. Kretin was the one arguing for the game's alleged RPG status by appealing to authority, I just pointed out how silly that was.Tell me Fairfax (and others, if so inclined): why is policing genre boundaries so important for you? I don't get it. From where I'm standing the cRPG is inherently a hybrid genre: it's a mashup of stats and role-playing with some type of gameplay basis -- RTS or TBS in one form or another in the 'classics,' brawler or shooter in case of more modern ones. This one just mashes up stats and role-playing with an adventure/visual novel basis.
"Pure" RPGs can only exist on tabletop. Ain't no such thing on a computer (other than playing a tabletop RPG online).
Disco Elysium is the most faithful representation of desktop role playing ever attempted in video games.
someone exclaims: Sartre is the shittiest of them all! Everybody laughs, nods in agreement
Oh no.By the way -- one feature of the game that IMO was under-utilized and frankly somewhat disappointing was the Thought Cabinet. Neat concept, but from the promo materials, I expected the thoughts to have a much more significant gameplay effect than they did. Or am I missing something that happened under the hood?
Yeah... I don't think I'm going to enjoy this game. It is not what I expected.I disagree with the reviewer almost entirely but I don't have time for quote wars (at least not at the moment) so here's my opinion where I actually mention more evident flaws:
I've finished the game and all I've said is even more true. The main problem of the game is that it's for one play-through only. Oh, I don't doubt that some storyfags will finish it a couple of times but most people won't find such determination because if you'll play it once you will see almost all relevant content. Stats don't matter much, we're still role-playing the same cop, doing the same things, using the same tools. With INT 1 we can articulate the same responses as with INT 5, the only difference is we won't be able to raise Visual Calculus (or other skills associated with INT) to a high enough level for it to be a useful skill (then again we can always save-scum, which is another problem, a game that allows that is just badly designed, although it's not a major flaw). But we can use a different skill to achieve the same goal so in the end there is no difference, only labels change. As I've said, it's Bethesda level of design. E.g. whether I used visual calculus or just broke the door down the result was the same.
Contrary to what ZA/UM are advertising this game isn't open world at all, we have invisible walls everywhere and in various forms. One such example I've provided here but there are plethora of them. We can't walk to the other side of the town until Wednesday, we can't progress unless Kim is with us (even though we can ask the same questions and observe the same things and his presence changes nothing we still can't advance and if we can we die because of plot reasons, e.g. when confronting a certain person that has both me and Kim under control anyway) and in general we can't do something unless we meet some stupid requirements like clicking on a "conclude day" as if that would change anything. Another example, we can't talk with "Sunday friend" once we walk out even though we know he's in there (unless he jumped through the window) because it's just a scripted scene. Or we can't play the tape unless Kim is with us. Anyway, in no other game I've felt so restrained. Even not having a flashlight prevents us from advancing in a certain area, we can't hurt ourselves trying to do it or just walk by holding our hand on the wall, developers just didn't give us that option and that's it.
"Oh, that's just marketing". Sure, but it's not an outlier. It fits the consistent attitude shown in interviews, devblogs, and even codex posts by some devs. Also, a lot of the game's fans here (yourself included) would be all over that outlandish claim if it came from Obsidian/Bethesda/BioWare.
someone exclaims: Sartre is the shittiest of them all! Everybody laughs, nods in agreement
You forgot Derrida! How could you?!
All these people talking saying it's not an RPG, but still, not a single fucking person has even bothered to respond to MRY.
I hate the fucking Codex sometime. We have a real argument right here, delivered coherently and logically, but people would rather cite some random fucking guy that made the first RPG than respond.What? DE may not be a "full-fledged RPG" (if RPGs require robust combat systems; there are occasional fights of a limited sort in the game), but it has not even the faintest resemblance to CYOA books, which don't track variables. Even the very, very limited number of gamebooks that tracked character stats (in a very, very limited way) didn't track world-state variables. And none of them had anything resembling dialogue.DE is an interactive CYOA, let's not kid ourselves.
You might say that DE is a very good RPG minus combat, but a CYOA book is not an RPG minus combat, it's something else entirely. An elephant without tusks isn't a chez lounge.
And, to preempt the argument, DE isn't an adventure game. Its puzzles are comparably limited to its combat, its items primarily have generic stat-based effects that trigger upon being equipped rather than custom puzzle-oriented effects that trigger upon being used on a hotspot.
Nor is DE a visual novel, as those don't offer free-form exploration, inventories, etc.
Overall, DE is clearly closest to an RPG, so it seems like either you have to say "it's its own thing" or "it's an RPG without combat" rather than trying to shoehorn it into some other category of game.
Here's a hint, if you can't think of a good enough response, you might be wrong.