F:NV is proof positive that you can make an FPS that’s also a legit RPG.
You can make an FPS that is also a legit RPG if you use an engine that isn't pure shit and create a system of RPG mechanics that interplay well with the FPS gameplay.
F:NV is proof positive that you can make an FPS that’s also a legit RPG.
Dark Messiah proves you don't need RPG systems as long as your right foot is a good kicker.
This. The cool things like the skill/stat checks and reactivity involving the factions are cancelled by the sandbox approach. The world is so big that most people don't have the patience to walk through all that again in order to reveal what they are missing,F:NV is proof positive that you can make an FPS that’s also a legit RPG.
Not really.
NV is a shit FPS. Only thing it's proof of is how badly you can ruin a game by putting it into a genre it doesn't fit. Or that Bethesda is shit at gameplay. Whichever.
AODURAODURAODURAODURAODURAODURAODURAODURAODURAODURAODURAODURAODURAODURAODURAODURAODURAODURAODURAODURAODURAODURAODURAODURAODURAODURAODURAODURAODURAODURAODURAODURAODURAODURAODURAODURAODURAODURAODURAODURAODURAODURAODURAODURAODURAODURAODURAODURAODURAODURAODURAODURAODURAODURAODURAODURAODURAODURAODURAODURAODURAODURAODURAODURAODURAODURAODURAODURAODURAODURAODURAODURAODURAODURAODURAODURYeah, roasts aside, 90's era throwback RPGs are basically a dead end.
I don't see how that can be possible if you are a turn-based-fag. You need to rely on RT combat systems for that to happen, but it would be a waste of mechanics to invest on RT with engrossing mecahnics. You also need to consider the limitations and expectations in the FPS genre, that is, usual playthroughs of 80-100hs. That, plus the costs of alternative choices, means that any serious investment on reactivity is either costly or pointless. This is not just a matter of implementation of ideas. The alternative gameplay prevents certain things to shine.You can make an FPS that is also a legit RPG if you use an engine that isn't pure shit and create a system of RPG mechanics that interplay well with the FPS gameplay.
F:NV is proof positive that you can make an FPS that’s also a legit RPG.
So Sawyer is assuming that the essence of RPGs is C&C because of the words "role-playing" in the abbreviation. That's retarded heideggerian reasoning. By that logic, we should think that Calculus should be about the use of small pebbles from an abacus, because that's the etymology of the word. Brilliant.
rpgs kinda suck now that I think about itA game is a RPG if it has roleplaying, duh. If a game does not provide agency to the player to play as their character, it's not a RPG. That's why diablo isn't a RPG while KOTOR2 is.
And I would say it's still not as traditional as I would have liked.
But it is not just any role-playing is it? You need things such as stats, skills, etc. Besides, what really matters is whether some of the things we expect from a cRPG are well implemented (character progression, exploration, combat system, etc). A game that is mostly linear and is "not a real cRPG" can be more true to the genre than a shallow game that provides tons of choices, but it fails in everything.A game is a RPG if it has roleplaying, duh. If a game does not provide agency to the player to play as their character, it's not a RPG. That's why diablo isn't a RPG while KOTOR2 is.
But it is not just any role-playing is it? You need things such as stats, skills, etc.A game is a RPG if it has roleplaying, duh. If a game does not provide agency to the player to play as their character, it's not a RPG. That's why diablo isn't a RPG while KOTOR2 is.
It's not just that. See the modification of the post above. You guys are giving too much importance to one aspect (narrative choice) at the expense of everything else. Character progression, character building, exploration, combat systems and a bunch of other elements are just as important. If the gameplay revolves around narrative choices in dialogue trees and bad combat system and fluffy character building, you have a lame cRPG.But it is not just any role-playing is it? You need things such as stats, skills, etc.A game is a RPG if it has roleplaying, duh. If a game does not provide agency to the player to play as their character, it's not a RPG. That's why diablo isn't a RPG while KOTOR2 is.
There should be some element where mechanics should have impact on the resolution of narrative, yes. However that's the tool of execution in the roleplaying, not the roleplaying in and itself.
However that's the tool of execution in the roleplaying, not the roleplaying in and itself.
I don't see how that can be possible if you are a turn-based-fag. You need to rely on RT combat systems for that to happen, but it would be a waste of mechanics to invest on RT with engrossing mecahnics. You also need to consider the limitations and expectations in the FPS genre, that is, usual playthroughs of 80-100hs. That, plus the costs of alternative choices, means that any serious investment on reactivity is either costly or pointless. This is not just a matter of implementation of ideas. The alternative gameplay prevents certain things to shine.You can make an FPS that is also a legit RPG if you use an engine that isn't pure shit and create a system of RPG mechanics that interplay well with the FPS gameplay.
Except most people responsible for FNV being good no longer work at Obsidian.Bethesda's "new direction" in Obsidian's hands = New Vegas so only worry if you don't like NV.
i think that he litterally talked about nothing.So Sawyer is assuming that the essence of RPGs is C&C because of the words "role-playing" in the abbreviation. That's retarded heideggerian reasoning. By that logic, we should think that Calculus should be about the use of small pebbles from an abacus, because that's the etymology of the word. Brilliant. Let me repeat this post:
The risk with these discussions about cRPG definitions is giving too much importance to the elements of the definiens of your definition at the expenses of actual gameplay elements that are integral to the genre. Let’s suppose for the sake of argument that cRPGs are attempts to surpass unnecessary challenges where players’ abilities are represented by stats and skills in a gameplay that involves narrative choices. By that definition T:ToN is a genuine cRPG, but Wizardry is not genuine cRPG. However, and that’s the catch, T:ToN has shallow character building, bad character progression, awful exploration, bad combat system, horrendous itemization and superficial gameplay, whereas Wizardry has engrossing character building, excellent character progression, rewarding exploration and good itemization. So at the end of the day it doesn’t really matter that T:ToN does fit our definition of genuine cRPGs, but Wizardry doesn’t, because the first one fails in everything that we should expect from a cRPG, whereas the last one does so many things well in a way that is consistent with one would expect from a stat/skill informed gameplay that is a much more real cRPG. Another way you can think of it is that pure combat heavy stat games are like heavy combat P&P campaigns designed by a DM that focus on combat. No one would be retarded enough to suggest that your session was not genuine RPG because it was all combat, because the gameplay was stat/skill determined, etc.
I could also spend the whole day discussing how some of these gameplay elements (character progression, levelling, etc) are not essential to a cRPG in the strict sense of the term, but should be implemented in every cRPG because they are fulfilling for this type of gameplay. Once again, the rational reconstructions we can come up have little importance compared to the realities and specificities of the type of gameplay that we are trying to reinforce and flourish. Unless, of course, we are interested in something altogether different, like FPS. In that case, we should throw in the trash all that AD&D and PnP bullshit about dice, stats, etc. But then again, why bother calling this cRPG if we are obviously doing something else?
Tl;dr It's not a matter about the meaning of words RPG considered in abstract, but a matter of knowning the history of the genre and their distinctive characteristics. Instead of labelling everything that we want to play or sell as cRPGs (FPSs, action games, etc) and trying to make them into something they are not, we should be focusing even more on their PnP origins and refining the traditional formula.