Kyl Von Kull
The Night Tripper
So file Wiz 1 under similar shit.
No, I won't. Dungeon Crawlers are not JRPGs.
Interactive storytelling doesn’t necessarily mean a branching narrative, but it does mean having more choices than your character build and which spell to cast in combat. I don’t think this is a hard concept to understand. There’s a huge qualitative difference between something like, say, Fallout and something like Proving Grounds of the Mad Overlord. Why not say they’re different genres?
Look, is there more to an RPG than exploration, character building, and turn based combat? I would say yes, and that excludes early Wizardry.
So, there is more, whatever that more is, to RPGs than those, which excludes Wizardry. But, if those things are missing, it can still be an RPG... because of that "more" thing?
Cool story, bro.
Also, choices in character building and which spells to cast in combat, in an actual RPG, are more complex and interesting and more of them than choosing, arbitrarily, a dialogue option in Alpha Protolol (or whatever the fuck is considered an RPG these days) and pretending you "roleplayed" a mysterious tough guy with a heart of gold.
And no, I won't say Wizardry is a different genre just because... lol you think it doesn't have that "more" herp derp.
How about YOU say that whatever games you want and like are not RPGs and give them a special name and keep them just for you?
It's not me getting on your turf, it's you getting on mine, so fuck off.
Call them Best Games Ever for all I care, but don't call them RPGs and especially not evolved RPGs, pretending that you evolved anything, by actually removing features. Fucking lol.
Touchy touchy. The example I gave was Fallout vs Wiz 1 so let’s stick with that. What is this magical “more” that exists in Fallout but not Wizardry? Do I really need to elaborate?
Hmm... You can spend half the game in Fallout talking to people, in early Wizardry there are no people to talk to. Fallout, by virtue of having dialogue, also lets you sign up for all sorts of quests, which you can then choose to fulfill or not fulfill, usually in multiple different ways. Sometimes those quests conflict with other quests! Wizardry has none of this, except find the macguffin. Fallout gives you, what, a dozen ways to interact with your environment? Wizardry has traps. Fallout has reactivity coming out of every orifice, Wizardry does not. Fallout is choice after choice after choice—that’s what we mean by interactive storytelling. That’s what we mean by depth. This is a huge part of pen and paper role playing and in the current era Josh thinks it’s the core element of a CRPG. I’m not not sure I agree 100% but the argument deserves serious consideration.
Now, a lot of this stuff was impossible to do on a computer in 1980 and in many ways this is an incredibly unfair comparison. But I think Josh has a good point. In 1980, a game with character creation, leveling, combat and exploration had everything you needed to make an RPG. By 1997 we had higher standards! It was the age of incline, and there was so much incline that it created a qualitatively different genre (obviously the incline stopped, but those first twenty years totally changed the landscape).
Today if you made an RPG without quests (plural!), without dialogue, without C&C, without reactivity, and without any environmental interactivity beyond traps, many of us would rightly say that’s not an RPG. So when Josh says Wiz 1 was an RPG in 1980 but would not be an RPG if made today, he’s making a legitimate argument with real underpinnings even if you disagree with it.
Hell, Interplay made Fallout Tactics, which had the same mechanics as Fallout and tons of combat with some exploration; it was a post apocalyptic dungeon crawler. Was Fallout Tactics an RPG? I’d say borderline at best.
Stop being so obtuse. This should have been self evident and self explanatory.