Cyzada said:
Clones do not stagnate a genre.
The problem is that they don't advance it either. Look at Diablo, and then look at 2 very good clones of it, Revenant and Darkstone.
Darkstone had a 3D graphical, rotational engine. The loot and dungeons, as far as i remember, were randomly generated. It had about 4 classes. The fact you could rotate the screen in a 3D RPGish game helps (look at Morrowind or NWN). But the game didn't sell well.
Now look at Revenant. A better graphical engine than Diablo, a better storyline, branching conversations, some well-rounded puzzles, increasing skills by use, it has the main character do 3 different types of attacks (which later on can evolve into combos), and physical combat in itself revolves around attacking, defending and counterattacking - not mentioning magic as well.
Now, where have these 2 Diablo clones, with better ideas, managed to furhter the genre, if the genre-makers still repeat the same crap ideas they always had? Revenant was a bit of a sales fiasco, same with Darkstone. Yet the ideas in them were quite good. Diablo 2 could have been tremendously superior had it incorporated them. Did it? No. On an aside, try asking the casual gamer if he ever played Revenant or Darkstone. Many people won't even recognize the name. Ask them about Diablo, though, and they'll beam with joy.
Any successful product regardless is going to have a bunch of clones (and bg didnt have that many clones at all if you dont count the ones made by its parent companies bioware and black isle). This happens in every genre not just crpg. I think both to a certain extent advance the genre in different ways.
That depends. Again, look at two games, Castle Wolfenstein/Doom/Quake and System Shock. Castle Wolfenstein/Doom/Quake presents fast and furious gameplay, while SS presents methodical, think-before-you-act gameplay. Now, how many times has the Quake formula been copied? And how many times has SS' style of gameplay been copied?
SS' "clones" (so to speak) take form in SS2, Thief, Thief 2 and Deux Ex (to a degree, Splinter Cell, also). Wolfenstein/Doom/Quake has about Doom, Doom 2, Final Doom, Quake, Quake 2, Quake 3, Unreal, Unreal 2, Kingpin, Mortyr, Soldier of Fortune, SoF 2, Red Faction, Red Faction 2,.... nigh endless, as the list goes on. And where have the fast action-typed games brought innovation? The innovation'o'meter is quite stale when it comes to clones. You have to present good ideas (and a better aplication of said ideas) to actually present innovation. This is usually achieved by crossing genres, like System Shock 2 or Deus Ex. Or even the upcoming STALKER: Oblivion Lost.
In fact, here's some quick trivia. The original Castle Wolfenstein, for PC, (which you can search around the net, prolly on the Underdogs site), has a randomly generated map/castle each time you play. It was the original. Meanwhile, how many FPS clones of Wolfenstein have you seen that have randomly generated maps? Not many, i'd wager. Not even Wolfenstein 3D, nor Return to CW. The idea of having different maps every time you play trough the same FPS would drastically increase an FPS' longevity. And to be honest, the only First Person game i remember of having random generation of things in it was Daggerfall (and it wasn't eactly an FPS).
Personally i think DnD itself to some extent "stagnates the genre" becuase RPGs made by it must conform to a specific set of rules always. This makes them all play pretty much the same.
Well DnD would stagnate the genre if it was the only PnP system out there, but given its not the only one (and its far from being the best), i believe it doesn't.
Also the fact DnD has rules has got nothing to do with its limitations. I'm yet to see *any* game without rules. In Diablo you'll need to increase some stats to use better weapons. In Deus Ex you cannot shoot trough walls. In Return to Castle Wolfenstein you cannot summon magical beasts of yore to defeat your enemies. They also have rules.
Each game has its own rules. And we play by them.
And also, all games that have a DnD license obviously have to have the same type of ruleset. They're *licensed products*, meaning a company was paid to faithfully (read: as best as they can) recreate the DnD system on computer. Just like Fallout used SPECIAL. Just like PoR
yth Dranor used the 3rd Edition DnD rules. Just like any electronic game of chess uses... well, the rules chess has.