rusty_shackleford
Arcane
- Joined
- Jan 14, 2018
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Battletech barely passes as a videogame.
Dialogue? Stats? What?
There are more things one could find in these games. A common mistake people make is "if it doesn't have dialogue, then it cannot be an RPG!". Not really: it's less about "if it has it or doesn't have it", and more of a "if it has it, how is it used?" kind of thing.
But I think all of us can agree that a game with no combat whatsoever cannot be an RPG.
You can play D&D PnP without any character interaction whatsoever, basically munchkins. Does that make it not-RPG? Most D&D based boardgames can be played like that.
I think you make a very good point about dialogue and I would make the same point about combat. Disco Elysium will have barely any combat; I think it would still be an RPG even with no combat. Just because killing stuff is the most common way your stats/skills affect the game world in an RPG, that doesn't mean it's essential. Whether an RPG with no combat would be any fun to play is a separate question.
Is "I have no mouth but I must scream" an RPG?
First roleplaying game was Dungeons and Dragons (Pen and Paper) and so we can see what a roleplaying game is by looking at how it worked.
Then we can see through history what other RPGs share in common with the first and we can define what a RPG is by seeing what all of those games share in common. And no, controlling a character, leveling said character up or do quests are not the only things that make a RPG. Pretty much 99% of games have you controlling a character in some way, today most games have some kind of leveling up and/or quests, but that does not make a RPG, those are elements that were first encountered in roleplaying games, but are not what made that genre being a specific genre.
We also need to deconstruct all of the RPG genres too, because RPG has subgenres:
Why are these genres also RPGs? Because all RPGs have the same base element:
- cRPG
- Action RPG
- Tactical RPG
- jRPG
-The character or characters you roleplay use their own skills, strengths, abilities, weaknesses, and faults to interact with anything in the world. A RPG uses the character to interact with the game world, not the player. That is the fundamental rule of what a RPG is. From P&P to cRPG, Action RPG, Tactical RPG, jRPG, etc, It is always what they all have in common.
Your character(s) have stats and values and those are used in everything (usually using some kind of "dice roll" or RNG), from hitting the enemies to convincing someone that a lie is truth, from unlocking a locked door to sneak past enemies, etc.
People say that what is important in a RPG is good choices and story, a good and reactive world, believable characters, good combat system, action, dialogue, and whatever else people prefer, but that is still not what a RPG is. That is all what makes a good RPG for each of us, not what makes a RPG.
For example World of Darkness RPG system didn't have character levels, characters do not level up. World of Darkness is a RPG and has one of my favorite RPG systems ever (it is the same used in Vampire the Masquerade cRPGs too). So leveling up is not what a RPG is.
For example people say that a RPG needs quests. But quests are just objectives, and pretty much most games have objectives in one way or another. Quests are not what makes a RPG.
Etc.
Those things are not what makes the RPG genre but what enriches it instead.
That is why Richard Garriott says that RPG is different from roleplaying game.
They are two different things. You can have role-playing in many game genres (including RPG genres), but that doesn't make all those games become RPGs.
Another game I just thought that is not a RPG but has so called "RPG elements": This War of Mine.
EDIT:
I just thought of applying the same example I used for Borderlands, in a past post, but this time for STALKER:
If you grab STALKER and remove the "RPG Elements". You still have a barebones FPS that is still mechanically playable. Same problem as Borderlands, it will be unbalanced as hell, it will be boring as hell, but it still plays like a FPS.
Now remove from STALKER all the "FPS elements" and you have no game.
Do that to a real Shooter RPG like FNV and if you remove the "RPG elements", you will cripple some of the dialogue that is based on character skills and stats but you will still have a bare bones FPS. Your weapons will deal base damage because there is no skills to increase that, your weapon's sway will always be the most possible, although crouching, using iron-sights and taking something like steady minimize that a lot (in case of using steady it removes sway completely for a time), and those are not "RPG elements", so you will still have them in the game anyway.
Remove the "FPS elements" from FNV and you will still have a RPG. Combat will be more boring and unballanced because you can't just use VATS continuously forever (you have to wait for AP to regenerate based on your AGL value) although you can still pick perks that speed that regen, and even fill some of the AP when you kill enemies. But in general you still have a pretty playable RPG.
This happens with the other hybrid game series I mentioned before. Warlords Battlecry and Spellforce.
Basically in those two series, the RPG in them are the "Heroes". They behave exactly like characters in many RPGs do, they have the stats and skills, they level up, they have inventory, they have abilities, etc. And they are implemented in the game exactly like they would be in a different RPG.
If you remove the heroes and replace them with any basic unit that does not have those "RPG elements" (basically you're removing all the "RPG elements" used in the game), the game still plays like a any RTS.
If you remove all the "RTS elements" from the games (base building, resource points gathering, unit spawning, army control, etc) the game still plays like any other Action RPG. You can control the hero and fight the enemies that are on the map, get items, do quests (that do not involve destroy enemy bases, because there are no bases anymore) level up, equip stuff, etc.
Those games are all real hybrids, and still work with and without each "genre elements".
See the difference when I say the elements matter only on how they are implemented and wrapped by the full game (full package).
RPG is not an exclusive genre. It can spread its tentacles across a lot of other "real" genres, such as action, strategy, tactics and incorporate into them to create new RPGs. HoM&M is an RPG and Expeditions is an RPG and Jagged Alliance is an RPG and Dungeon Master is an RPG and Dark Messiah is an RPG. These seemingly differing playstyles have something in common which is a character development in some format. May it be "stats", "skills" or "abilities".
Yes.You can play D&D PnP without any character interaction whatsoever, basically munchkins. Does that make it not-RPG? Most D&D based boardgames can be played like that.
Gary Gygax said:I do not, and I stress NOT, believe that the RPG is “storytelling” in the way that is usually presented. If there is a story to be told, it comes from the interaction of all participants, not merely the Game Master–who should not [be] a “Storyteller” but a narrator and co-player! The players are not acting out roles designed for them by the GM, they are acting in character to create the story, and that tale is told as the game unfolds, and as directed by their actions, with random factors that even the GM can’t predict possibly altering the course of things. Storytelling is what novelists, screenwriters, and playwrights do. It has little or no connection to the RPG, which differs in all aspects from the entertainment forms such authors create for.
As false to the game form as the pre-scripted “story,” is play that has little more in it than seek and destroy missions, vacuous effort where the participants fight and kill some monster so as to gain more power and thus be able to look for yet more potent opponents in a spiral that leads nowhere save eventual boredom. So pure hack and slash play is anathema to me too.
Tactical, and strategic, play is a fine addition to the RPG, and if it is in-character, something I see as desirable. In this category fall such things as exploration, economics, politics, and even intrigue.
average modern action game is more of an RPG than your typical jrpg is.Lacrymas fighting the good fight! Let me add more objective truth to the Codex jrpg faggot lovers!
RUNNING SIMULATORS ARE NOT GAMES
AT ALL AT ALL AT ALL
Any RPG with real time combat is an action RPG. For example Diablo.
But in Diablo it is still the character's skills that decide if the attack hit, if the character "dodge", etc.
Fallout New Vegas is an Action-RPG but also a Shooter-RPG Hybrid. While the combat is in real time, the player's skill to hit is still necessary unless one only attacks using VATS. This is where the "Hybrid" comes from. You can play Fallout New Vegas in 3 different ways:
It is one of few games that is a real hybrid of two gaming genres.
- As a fully "pure" RPG, only using VATS for attack and skipping picking Locks and hacking terminals (which require player skill over character skill).
- As a fully "pure" shooter. Never using VATS and avoiding any character dependent skills.
- As a mix of both. Which is what the majority of players will do, and it is how the game is designed to be played.
Fallout 4 is less of an hybrid and more of a shooter with some RPG elements. It plays too much as a pure shooter and doesn't rely on character skill for almost any meaningful "game world" interaction. It relies too much on player skill, which breaks the "hybrid" balance. Once one genre is too prominent, it stops being a true hybrid because you can't play the game in the three ways I described before.
You realize that "Hack and Slash" expression came from Dungeons and Dragons? A Hack and Slash is a RPG focused on combat. Also the RPG elements are not extremely light. Each attribute and skill influences what your character can do. The player doesn't do anything except choose where to walk, what to attack and which skills to use. That is what a RPG is.1) Diablo is more of a hack and slash than an RPG. The RPG elements in Diablo are extremely light
No, Fallout New Vegas is a hybrid like I said. Outside of combat the game still relies on player skill for some things that the character should do themselves. Like hacking and lockpicking.2) You can't put games like Fallout New Vegas in the same category as Diablo. Yes, both have real time combat systems, but Fallout New Vegas is outside of combat a CRPG through and through. Diablo's non-combat elements are rudimentary at best, a few item vendors to sell trash loot here and there, a few lines of lore text, and that's about it. New Vegas if it had a turn based combat system, would be a grognard CRPG proper...
I am not saying RPGs have to have combat. I said it before but I will say it in a different way: As long as the characters in the game, mainly use their own skills, attributes, strengths, weaknesses, etc to interact with the world/environment/etc. It is a RPG.Again, as i said a few posts above, an RPG is not just about the combat. An RPG game has certain elements than need to apply in order to be classified as an RPG, combat is only one of them. A big item, but still, only a part.