Kalin
Unwanted
Imagine your girlfriend can either blow you or sleep with you. Now if she's doing just one thing and never the other, which of these two would make her a girl?
No mess blowjobs?
Imagine your girlfriend can either blow you or sleep with you. Now if she's doing just one thing and never the other, which of these two would make her a girl?
It's not bias, it's just some details of the original discussion got lost in translation. It originated in CRPGAddict's blog over the latter's decision to exclude from his list games that allow character creation as long as there's no leveling, but include games with just max HP as the only character stat as long as that one stat grows over time.I sense there was an innate and intentional bias involved with this thread's creation.
Basically, the question is - what is more important: that you get to customize your character (in any way, at any point) or that said character grows in power (irrespective of customization).
Well, then I'd like to completely backtrack on my point and say that, after more thought, I'd still say B would be the better game. Both of these lack specifics which could change the entire system (namely, the role of gear and how many choices are completely irrelevant to character build) but I suppose that's part of the point. With A, there's a balancing act- how much content is locked behind a build (to where it might as well just be a game with multiple endings) or is there just a "different solution" for every scenario- minimizing the distinction between characters.Meaningful level-up seems a lot more fun than an extensive character-creation, theoretically. However game B seems to be more along the lines of really old, proto-CRPG's, really bad JRPG's, or triple A "RPG elements". I sense there was an innate and intentional bias involved with this thread's creation.
The intention was from an argument I had in CRPG Addict's comments. He recently played a shitty JRPG which played exactly like game B: no character creation, no customization, just grinding for XP and fixed levelups.
But he considers it more of an RPG than a game with character creation but no levelups, because he thinks the levelups are one of the most important elements of the genre.
I think character customization is more important. So let's take two extreme games that only have one but not the other, and ponder which one qualifies as more of an RPG.
CRPG Addict said:The stats and levels don't change, but different characters still start at different levels, so it matters in how you create and balance your party. We've seen a number of such games over the years, and I've generally rejected them as RPGs if they don't involve any advancement, but I've also made a fair number of exceptions.
CRPG Addict said:I agree that you can make a good case that such a game is an RPG. But since my own personal enjoyment of a game depends heavily on character leveling (or skill acquisition, or whatever), such games don't fit the definition of an "RPG" for the purposes of my blog.
CRPG Addict said:That is the case, yes. I suppose it's another philosophical question whether choosing from a slate of pre-built characters is actually "creation." But if those pre-created characters got better during the game, I would call it an RPG.
JarlFrank are you biased against Gothic? Do you hate Germans, your own people? You dislike Gothic because the Nameless Hero is a dude and not a barefoot cute girl? Wtf is this poll?
But if we're taking gear into account, the same can be done with A - using gear to make the character more powerful and/or overcome the initial build's limitations.With A, there's a balancing act- how much content is locked behind a build (to where it might as well just be a game with multiple endings) or is there just a "different solution" for every scenario- minimizing the distinction between characters.
With B, I can think of numerous ways that a statistically similar(?- again, gear) can differentiate themselves without thinking of specific, historic design quandaries. It's a more open-ended system, if you're given everything in the toolbox, there's a lot more room to experiment. There's always a way to make a generalist into a specialist no matter how obscure the method is, or how completely inefficient or broken it is.
But it fundamentally is, it's just Jarl's description in the beginning isn't very good for the question it's meant to answer. There's zero point to introduce too many gameplay systems or alternative solutions in a B-type game.Granted, my assessment is based on the fact that both of these games are assumed to have the same fundamental gameplay systems or whatever. That assumption shouldn't be too much of a stretch.