A friend of mine who used to work in game design says that the biggest problem with roleplaying game stories is that developers mistake writing more for writing better and that other genres are better suited for interactive storytelling. What do you think
If the central narrative is meaningfully interactive, I would classify it as an RPG. That is, I consider interactive storytelling to be the primary defining characteristic of RPGs.
I don't disagree that some designers write too much, but I think that's an indictment of specific content, not the fundamentals behind the genre.
You would not consider old dungeon crawlers as RPGs, then? And do not many adventure games center around interactive storytelling?
I would consider them RPGs by the definitions of their time. If someone were to make Wizardry: Proving Grounds of the Mad Overlord today, I would not consider it to be an RPG.
Can you elaborate on why contemporary RPGs are defined as interactive narrative? IMO RPGs have always been the same - dependent on the player's development of a character's stats. E.g. AP would have been enhanced as an RPG if there were dialogue skills.
Would you consider Castlevania: Symphony of the Night to be an RPG? How about Devil May Cry 4? Ninja Gaiden? Call of Duty 4? All of these games feature the gaining of experience points (or equivalent) to unlock new abilities.
Advancement of character abilities is not unique to RPGs -- certainly not in the 21st century, anyway.
Most of the criticisms of AP have to do with the elements that aren't role-playing related. Personally, I don't think the DSS system would be improved with the addition of dialogue skills.
I would consider the xp aspects of the games you mentioned to be RPG systems, yes. But they are first and foremost action games, as your twitch-skill trumps the strategic planning from developing stats. Whereas in a "true" RPG, this is not the case.
Would you classify Oblivion and Mass Effect as "true" RPGs? Both are games in which your ability to actually aim attacks and time input are the primary determining factors in landing hits/doing damage.
In response to your Oblivion/Mass Effect question, I don't know why we have a black and white view of it. Do you think there can be a gradient scale of "RPG-ness" on which Morrowind would be more of an RPG than Oblivion, but both are RPGs.
They don't have to be black and white views, but if you're going to classify things based on criteria, those criteria should be consistent. The previous question declared, pretty emphatically, that Castlevania: SotN, DMC4, et al. were action games with RPG elements. Given Mass Effect 1/2s primary reliance on player skill in combat, what makes those games RPGs and not action games with RPG elements?
I see ME as it's classified, an Action RPG. Course, there's a very blurry gradient between an ARPG and an action game w/RPG elements. But it's clear (to me) what the RPG elements are. Oblivion, diplomatically speaking, is not very good at being an RPG.
Overlapping the mechanics of Mass Effect and Rainbow Six: Vegas 2, what are the elements of ME that make it an RPG and R6V2 not an RPG?
I think you misunderstood. As ARPGs are a hybrid of two elements, it's NOT easy to classify one. As such I *don't* classify ME as a "true" RPG. However it does have *more* RPG elements as R6V2 has equipment stats but no character stats and skills.
I don't have any difficulty classifying them because I don't intrinsically link styles of combat with the RPG genre. I classify games as RPGs based on their interactive storytelling. More specifically, if you have the ability to define and express your character(s) personality in a way that significantly alters the development of the story, it's an RPG. If you don't have that ability, it's not.
Where does Call of Duty 4: Modern Warfare fall on the RPG scale for you? It has stat-heavy equipment, XP, levels, classes, unlockable classes, and perks.
How are games such as D2 (and 3 coming up) ARPGs, then, as they do not have interactive storytelling? What about Oblivion and Morrowind, as they do not allow storytelling or personality choices? You can do well easily in COD4 without unlockables. Not ME
I don't consider the Diablo games to be RPGs. They are action games with character advancement and equipment upgrading. It doesn't make them better or worse games because of how I classify them.
Furthermore, while it is necessary to be clear in classifying what constitutes as an essential element of a genre, actual implementation usually combines multiple genre elements and thus need not be easily classified. Popular example: Action-Adventures.
I think "action-adventure" is one of the broadest/least clear genre classifications. I may just be dense, but when someone tells me that a game is an action-adventure game, it gives me no clear idea of what to expect.
What the hell is with this rhetoric? So you're telling me that if stats are not exclusive to RPGs then they are not necessary if the story is "interactive"? The average text adventure has a more "interactive" story than the average RPG. What about that?
Text adventure games typically don't allow you to define and express your character's personality in a way that meaningfully changes the development of the story. An interactive story, to me, means more than just going through it via player input.
Would that mean text adventures are RPGs? And to be clear RPG = stat system and dice rolls. But stat system =/= RPG so please stop using Castlevania or whatever else game which doesn't even have a proper stat system or dice rolls in defense of your point.
There are RPG systems that don't use dice to resolve conflicts. Most notably, Amber uses straight statistic comparisons. Marvel Universe uses bids of resources to resolve conflicts.
A lot of the more recent (starting with Symphony of the Night) Castlevania games have a full array of "basic" stats (Strength, Constitution, Intelligence, Luck, Attack, Defense) in addition to purchased/leveled spells/powers/familiars. I don't know if that constitutes a "proper" stat system to you, but has always seemed well fleshed out to me.
Seriously, this is embarrassing to read. To be clear: Interactive storyline is not IN ANY WAY essential to RPGs.
I don't share the same opinion and I don't see why that's such a big deal.
So, you consider a game an RPG if it lets you define your pc's personality in a way that "significantly alters the story". There must be very few games you call RPGs then, since most only offer the illusion of choice and the story stays the same.
Yes, not that many. I think that offering the illusion of choice is bad for any game. I'm fine with being put on rails in games. Please just don't give me ten ways to be redirected into the same outcome.
To be clearer, I think it's fine if RPGs plot lines wind up in a similar place. But many RPG plot lines are made up of a lot of little relationships, small quests, and character conflicts that you can resolve as you see fit. That is what I think is interesting and find rewarding.
Well, the general audience considers the Diablos to be ARPGs. If that's not the subject, then we have come to an impasse in the argument. I'd say MY criteria, though, for an RPG, is asking whether I can win without leveling up (or a similar mechanic).
I will certainly not argue that the general audience considers the Diablo games to be ARPGs. I've only been trying to advocate my position; sorry if it came across wrong.