eremita
Savant
- Joined
- Sep 1, 2013
- Messages
- 797
I get it. I actually think that the player vs character skill is the key to the whole "What is CRPG" question and should be expanded. "True cRPG cannot be reliant only on character skills. The two should always work together BUT, character skill should take precedence, over player skill - if you want to play a role." This is a good start but it's not enough. Could you elaborate? Where is that border? Where is too much?I can't help but think that your (if taken literally) concept leads to a nasty paradox: limitation of interactivity. Let's say you're designing a quest. As always, player's task is some kind of activity which may be completed in various ways. You're gonna build upon your mechanics - various stats and skills. Based on them, let's say you know that there should be an option for stealth, deceiving, violence etc. and maybe (if you're really thorough) for various combination inside some particular option (there are some different checks inside stealth route for example).
Now the important question: What is player's role in here? To what extent is success/failure (generally) dependent on him (besides him being a mastermind behind his characters stats)? Is he just an initiator of actions? Can he fail? Can he miss something out? Because this is the part where the border between True RPG and the rest (according to your chart) might vanish. The reason why is because this border itself is not defined. How much of player's skill is too much (there is of course much more to player's skill than being good with your fingers...)??
Let's assume you'll try to minimize the impact of player's skill. In that case, no matter how many variations you make when designing a quest, the outcome will be determined by characters build. The only thing that player actually does in this case a) defining curse of actions (by creating and improving his character) b) being an initiator of actions (he just starts the game and uses his fucking mouse and keyboard). Everything else is predetermined. Every single route, success, failure and ultimately the outcome is out of his hands. Unless you make some room for player's skill in your game. But then there is the problem with your border being more or less relative...
Oh, thats perfectly understandable.
The thing is, that illustration only shows one of the actual core features of RPG. Not all of them. I really should make a few more that would use other core features to make a full picture.
One should use "limits of content" - which means there are options and C&C vs "no limits - have it all in one go" - fake options that dont mean anything.
Which is what actually creates diversity between each playthrough. Replayability. Reactivity. Seeing and experiencing different content based on character skills and how the player handles them.
As to the conundrum of how much player skill vs character skill - the thing is that a True cRPG cannot be reliant only on character skills. The two should always work together BUT, character skill should take precedence, over player skill - if you want to play a role.
For example, Morrowind - character skills had a big influence yet if you wanted to, you could do almost anything just by abusing your - player skill. even finish the game at level 1.
Which is the reason why it is closer to True cRPGs on that particular scale. While in obliblion the character skill is simply a charade, fake. - plus there is no limits to content thats depending on character skill, player choices or anything.
Its the "have it all in one go" approach - which is why it falls deep into the larp simulator end of the scale.
Additionally, the light blue section of the scale means that player skill is included - but character skill takes precedence. While the dark blue section means there is almost no player skill involved - and that is a CYOA section.
i hoped that calling it a hue slider will show that different colors mix, while only the ends of the scale are extremes.
maybe color mixer would be better name?
As for gameplay and its options being predetermined... isnt that present in any game? And isnt it the worst in games like obliblion, facepalm (fakeout) 3 - that have zero meaningful replayability and no meaningful C&C or reactivity? Isnt that horribly predetermined? So much so that no matter how many times you play you always end up doing the exact same things? Oh they tried to hide it in a sandbox scope, but thats nothing but superficiality.
Now, lets take a look at Fallouts or Age of Decadence. How many different playthroughs you can have there? How many different choices and consequences? aAnd in those, the character skills take precedence, but the player skill is invaluable and indispensable - within constraints of character skills.
hope this clarifies matters.
As for the gameplay, the thing is, it's not predetermined in case there's a lot of player's skill to it... The more the success/failure depends on player's skill, the more interactive (maybe that's not the right word?) the game is - it's not inherently determined (inside the game). In other words, if the game is designed around character's skill, then there is no variable (the player) - your character cannot do anything more than past/not past designed checks, the player cannot interfere in the game itself. The game itself (when being designed) doesn't have to include the player in anything else than creating/managing the character. Your role is (paradox) much more passive than in case of Gothic for example. That game is designed around the player a lot. Lot of things depends on player's choices, talents, wits, perception etc. The player is this huge variable and the game is open for him to fuck around. Much less is determined, because the avatar is only one part of the whole picture...
Now you said that in true RPG should be both. Of course, I was just showing the extreme situations and tried to explain what I meant by predetermined. One extreme is a game (only character skill) where player cannot directly interact with the game, second extreme might be some kind of brutal sandbox/LARP (DayZ)... According to you, True RPG needs more more involvement of the character. Or is it enough, that there are different outcomes based on character's skill? I'd like to focus primarily on this...
In total extreme, sure. (According to him, you cannot even say that the definition of circle is exact because what exactly do you mean by "the same" distance between any of the points and the centre - there is no definition of the word "same", how much inaccuracy is too much/tolerated?). But he wouldn't deny that some definitions are better that others because in some cases, if the notion is "opened", the definition actually limits the notion and closes new interpretations/ideas in the future... But that's not what we're doing here. At least I'm just trying to talk about usage.I disagree. Progressing character development through stats, skills, abilities, equipment to solve quests/obstactles is the core of CRPGs (and RPGs) for me.
Obviously I understand the sentiment, I've been playing these games for a while, but I think this is a red herring. Like I said, it's easy to look at what came before and proclaim that this loose amalgam of traits that we're used to defines an RPG, but it's tainted by a limited perspective. You're drawing lines in the sand in a vast desert without exploring through the fog of war first. The following statement is purely speculative on my part, but I believe that if Wasteland (for example) actually shipped without any (or at least with very rare) permanent stat gains, relying entirely on equipment, buffs and in game career rank to influence your character, we wouldn't even be having this conversation, as everyone would have seen for themselves the importance of permanent stat gains, or lack thereof rather.
As it stands, the position I agree with most here is the historical one: since cRPGs sprang up from trying to adapt PnP RPGs to computers, then their main defining characteristic should be adherence to this principle.
Of course, the problem with this is that it's just pegging cRPGs to what PnP RPGs are, which instead just moves the debate into defining PnP RPGs, wargames, board games, CYOA, etc, just another can of worms.
The "right" answer comes from Wittgenstein. All arguments of defintion are empty rhetorical exercises. Language games that create the illusion of conflict to obscure the simple truth that if the use of a word gets its point across there's no need for further intellectual fuss.