Doctor Sbaitso
SO, TELL ME ABOUT YOUR PROBLEMS.
- Joined
- Oct 22, 2013
- Messages
- 3,348
Ultima Underworld scores the trifecta.
Codex disagrees, the most important thing is seeing one of those elements reaching (near) perfection instead... a 10 2 2 y better than a 5 5 5.The most important thing is that all of the above form a solid whole.
1. Sex Appeal
2. Gore
3. Particle Effects
I used to be a combatfag, but now my list of priorities of what I'm looking for in a CRPG is as follows:
1) Outstanding dungeon and puzzle design (ex.: Dark Heart of Uukrul, Wizardries) or, in case of Ultima-likes, outstanding world design/exploration/clue design (ex.: Ultima V, 2400 A.D., Tunnels & Trolls: Crusaders of Khazan)
2) Innovative/unorthodox RPG (combat/exploration/character development/whatever) mechanics (ex.: Dark Heart of Uukrul, Wizardry 4, Labyrinth of Touhou, Shin Megami Tensei)
3) Resource management (ex.: The Legacy)
4) Atmosphere (ex.: ShadoWorlds)
I'll bite, since Excidium doesn't seem to want to.Bullshit. Educate yourself.NonsenseI would say for it to be a cRPG, it should first and foremost have a strong focus on character development.
Without character development it isn't an RPG. It is an adventure or action game, etc... Character development is the defining element of an RPG. From the days of its RPG games inception, character development was the key (ie Chainmail was a board game, to which they applied character development within a story to facilitate strategic encounters which resulted in D&D). Story focused RPG's were a later adaptation, though even so they function on a certain level of character development. With cGames, the genres were defined in the realms of action, adventure, strategy, and RPG. Hybrids obvisly existed, but a game without character development is one of the other categories.
I hope you are not one of those who subjectively and irrationally terms an RPG as "I play a role, its a game... so its a role playing game". If that is the case, well... all games are RPGs. /boggle
Failure to state. Enter the discussion or go fuck yourself.
I'll bite, since Excidium doesn't seem to want to.Bullshit. Educate yourself.NonsenseI would say for it to be a cRPG, it should first and foremost have a strong focus on character development.
Without character development it isn't an RPG. It is an adventure or action game, etc... Character development is the defining element of an RPG. From the days of its RPG games inception, character development was the key (ie Chainmail was a board game, to which they applied character development within a story to facilitate strategic encounters which resulted in D&D). Story focused RPG's were a later adaptation, though even so they function on a certain level of character development. With cGames, the genres were defined in the realms of action, adventure, strategy, and RPG. Hybrids obvisly existed, but a game without character development is one of the other categories.
I hope you are not one of those who subjectively and irrationally terms an RPG as "I play a role, its a game... so its a role playing game". If that is the case, well... all games are RPGs. /boggle
Failure to state. Enter the discussion or go fuck yourself.
So, RECON is one of the oldest pnp RPGs, and it has minimalist character development. If one's character survives, one will pimp out a few of his skills, but largely a character remains what he is at the beginning. And in that beginning, character creation is minimal. There are few choices, and almost every character aspect is determined with a roll of a die.
In the wake of RECON, there have been a number of RPGs released in this sub-genre since. Admittedly they are few, relegated to indie efforts and the occasional small press, since the plebs really like their level-ups and power-ups. Not to mention what happened during the years when d20 "where character development is king" dominated, which served to relegate this sub-genre even more. Still, these RPGs do exist.
Computer games have by and large used only the most popular rulesets. And even when they do develop their own ruleset, it generally follows the framework established by the popular rulesets. So, in a genre dominated by D&D, D&D or D&D-like rulesets dominate - with levels and loot and what all. But this does not preclude someone from making a game from the minimalist-character-development school.
Would brofist, but there's a thing... RPG's aren't about the charactersystem, that is a part of the whole, but what makes an RPG an RPG is the degree of how much (in conjuction with the storyline) it reacts with the player; the character system is of course part of it, but the soul comes from the way you can interact with the given world.
In further example (in a nutshell): The charactersystem is a part of the whole, but the whole is comprised of more than that.
Would brofist, but there's a thing... RPG's aren't about the charactersystem, that is a part of the whole, but what makes an RPG an RPG is the degree of how much (in conjuction with the storyline) it reacts with the player; the character system is of course part of it, but the soul comes from the way you can interact with the given world.
In further example (in a nutshell): The charactersystem is a part of the whole, but the whole is comprised of more than that.
I am not discounting the importance of such, just pointing out that without a character system, the games are a different genre. For instance, take Kings Quest and Quest for Glory. Both are the same game in about every way... except for character development to which Quest For Glory has. Yet we call Kings Quest an "Adventure game" and Quest for Glory an "RPG". Character development is the defining element of an RPG. As you mentioned, there is more to it than that in an RPGs design, and I agree... but my point is that without that key element, the game is another genre.
OK seriously. The most important thing in RPGs is your mother.
OK seriously. The most important thing in RPGs is your mother.
OK seriously. The most important thing in RPGs is your mother.
Have you romanced your mother?
Man, this sounds like good stuff to note down and try.I used to be a combatfag, but now my list of priorities of what I'm looking for in a CRPG is as follows:
1) Outstanding dungeon and puzzle design (ex.: Dark Heart of Uukrul, Wizardries) or, in case of Ultima-likes, outstanding world design/exploration/clue design (ex.: Ultima V, 2400 A.D., Tunnels & Trolls: Crusaders of Khazan)
2) Innovative/unorthodox RPG (combat/exploration/character development/whatever) mechanics (ex.: Dark Heart of Uukrul, Wizardry 4, Labyrinth of Touhou, Shin Megami Tensei)
3) Resource management (ex.: The Legacy)
4) Atmosphere (ex.: ShadoWorlds)
Good to see my priorities haven't changed since last February, at least. :D