Rant Is there any rp-ing in rpg's ? (Read 1970 times)

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Can you really play any recent (homemade or professional) rpgs however you want and still get to the end or are they mostly games you can only finish by grinding grinding grinding and then buying better weapons for your character at the next town and that's it, without any role playing. Are you guilty of making your rpg games like that?
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What is roleplaying to you?
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The word doesn't really mean what I thought it did so it turns out in most rpgs you roleplay someone grinding and buying better weapons
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You can grind on this any day of the week, mister.
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I kinda agree but you can't blame people for that. The engine they use is only capable of making games like those. Not to mention the fact that they only play jrpgs.
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Excuse my ignorance but what does grinding have to do with role-playing in the first place?

Also, yes. Fallout 3, Shin Megami Tensei: Devil Survivor (although it did take a while to fuse all the right demons), The world ends with you, Chrono Trigger (did my sixth playthrough a few days ago).

But in the end I really don't mind grinding, as long as the battle system is fun (which is is for all those games up there). BTW I also didn't need to grind in Demon Legacy and LotPS though I always bought the best items in every new town.
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Wait Mince, don't you mean linear/nonlinear gameplay?


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I think the last RPG I played that actually allowed roleplaying was Fallout 2. It was the last time I remember being able to choose a role for my character and actually play it; you could play through that and never get into a firefight, if you wanted. It didn't take any grinding (which was actually pretty damn hard to do) and offered the players a lot of options in terms of murdering everyone or being guardian of the wastes. One of the biggest problems I had with Fallout 3 was that it all came back to shooting if you wanted to have any fun with it.

I find I roleplay more in strategy games than in RPGs, which is weird. If I'm at the helm of a nation, I try to play that nation as it would be played according to history, way more than I try to play Cloud as a brooding silent protagonist. That was a really shitty example but I hope you get my point!
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The word doesn't really mean what I thought it did so it turns out in most rpgs you roleplay someone grinding and buying better weapons

You didn't really answer the question though (you know, it would be the part of the post where you elaborate on the phrase "what I thought it means". I mean by virtue that it is a video game you are playing you have to expect number-based game play to be involved. Whether it's the number of currency pieces you need to buy a better weapon, or the number of battles you need to grind through before reaching that next level.

The way I see it, the difference lies in that role-playing works by giving the person playing the role power to shape the world around him as would the character he is playing the role as. And that element simply cannot be captured in a video game where the state the world is in is set absolutely by a computer algorithm. In most RPG's, the player's input is limited, and the control he has over the world only lies in what that player can do in direct relation to whatever task the machine has set in place (which as you so put, usually boils down to whatever the player can do to get his strength to the point needed to save the world or whatever final goal the game has established early on), the only power the developer has is to string together a story that the player has to follow along with using the character given to him. The way the character is already established when written is where the goals and motivation to achieve them come from, rather than by how the person playing the character develops that character and defines his motivations for him. Game developers can work harder to give the player more freedom in that front, and a few successful examples of this exist, but it still boils down to only so many options given for how the player can interact with a static, pre-compiled world through a character that only has the freedom defined only by what the video game developers manually work into him/her.
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Well, an RPG has you play the role of the character by giving it stats to represent how good that character is at different things (instead of it being based on player skill). So yes, every RPG has role playing, just not the type you're used to thinking of.
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Wait Mince, don't you mean linear/nonlinear gameplay?




That's exactly what I mean
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Well, an RPG has you play the role of the character by giving it stats to represent how good that character is at different things (instead of it being based on player skill). So yes, every RPG has role playing, just not the type you're used to thinking of.

What? No. You aren't playing that role, the character is playing that role. That would be like saying watching TV is role playing, since the character you are watching is playing his or her role correctly. All you're doing in most RPGs is moving the guy around, but his stats and dialogue are chosen by the game, so the game is playing the role. I hope that makes sense to you!

In Half-Life 2, for instance, the game forces you through a very linear path, but you're still playing the role of Gordon Freeman. You are given a physics puzzle, and the only way to solve it is to use the gravity gun to move objects around. That's Gordon's defined role, and you are playing through it. You're not really given a choice, but you're filling his shoes.

Most RPGs expect the player to go on adventures and, in that regard, that is the role you are playing: adventurer. That's about as deep as it goes, though. Most CRPGs are different because they allow you to select stats and which type of character you build and how you tackle missions or which adventures you take on. There is a higher level of control in most American games than there is in Japanese games; exceptions naturally exist, but for the most part American RPG designers give the player the ability to control their actions and, ultimately, impact their destiny directly, whereas Japanese RPGs (especially lately) have been becoming less and less interactive stories where you are really just moving the main characters from cutscene to cutscene. Again, you're not playing a role, you're just... flipping pages.
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In few words:
JRPGs are more of playable soap operas!
W-RPGs are more of Choose-your-Adventure thing.

Indie RPGs that attempted to bring decision-making shiznit:
Alter AILA (the 3 paths, with a final hidden path!)
Iji (2 but almost captain obvious)
Last Edit: August 22, 2009, 05:54:48 pm by Pipcaptor Hatsuya

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Yes, but Half-Life 2 isn't an RPG because it doesn't have stats. An RPG doesn't actually have to have ANY role-playing in it in the traditional sense of the word. It just has to have A) Stats and B) a role to play through.
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Stats are first things to see in RPGs, especially JRPGs, and pen-and-paper RPGs.

Story and branching situations are secondary :{

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I think console games have muddled the definition of an RPG.  Some computer games ARE becoming more open to true roleplaying, but I do not think they will ever achieve RP at its purest; computers at this point can only allow a limited number of "what-if's".  A true RPG is more about the infinite possiblities influenced by actors than it is about numbers and stats.  Numbers are non-essential, and even totally avoided by many roleplayers.  Some gamers have been conditioned into seeing these numbers, and calling them "roleplaying elements" when there really is no RP at all.  If you played Super Mario Bros. and the screen told you Mario has 2 HP when he picks up a Mushroom, and 1 HP after he's hit, would you call it an RPG?  No, you're still playing a linear side-scroller.  Even Final Fantasy is closer to an interactive anime than it is an RPG.  I almost always make that distinction, because J-RPGs are a genre all their own.  I guess if you loosened the definition, anything from Pac-Man to Michael Jackson's Moonwalker could be considered an RPG, because you're playing a role, but a limited one.

So ultimately, my answer to the OP is little to none.  A few games have achieved a good level of roleplay, despite their limitations:  Planescape: Torment, Baldur's Gate, Fallout series, and Elder Scroll series.  I know there are more, but I can't really think of them right now.
Last Edit: August 22, 2009, 06:46:21 pm by Evangel
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Yes, but Half-Life 2 isn't an RPG because it doesn't have stats. An RPG doesn't actually have to have ANY role-playing in it in the traditional sense of the word. It just has to have A) Stats and B) a role to play through.

That's my point! You are playing a role in HL2, not watching someone else play a role, as is the case with many games that fall into the "RPG" genre.

I think the term "RPG" has lost pretty much all meaning as an acronym and has taken on a new meaning as a term to describe... anything people want it to describe. People say Castlevania has "RPG" elements, when in fact it has pretty much EVERY RPG element. I mean, what makes Castlevania any less of an RPG than, say, Oblivion?

The Castlevanias for DS have:
Stats
Levels
Equipment (Swords, Armor)
Shops
NPCs
Monsters
Spells
Items (Consumables)
Multiple storylines
Multiple player characters

So they are RPGs, no? Except most people think of Castlevania as a platformer, despite this (which it also is!). I am just saying the term "RPG" is dumb since it describes pretty much nothing specific, and certainly role-playing is pretty much the point of any video game. I am playing as Chun Li and my role is to KICK RYU 10000 TIMES!

Yeah. Street Fighter has stats. It's an RPG. Great argument!
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When the whole RP comes up I tend to go to the Choice & Consequence thing. Proper computer roleplaying is about making choices and those choices having a consequence. (and I mean proper choices and consequences. Not just "kicking will give x amount of damage and punching will give y amount of damage what do I choose?)
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The engine they use is only capable of making games like those. Not to mention the fact that they only play jrpgs.

Plenty more can be done with this program. People just have to push their imaginations. The idea is use the same program but avoid making a game with common elements. A few ways you can do this.

Design a game that:
- doesn't use weapons.
- the main character is not human-like. Example: You are a cat.
- uses an unexpected character - instead of a warrior you could be an author.
- uses a different kind of collectible. Instead of weapons/armor/mana you can use coins (Mario) or any other object (sticking with your theme).
- doesn't use parties. You can be a lone character.
- is based around another genre. RPGMAKER could easily be used to make a mystery game, murder game, interactive story, etc. The only games it doesn't really tailor too are FPS, Platforms and 3D.

Everyone blames bad games on the programs used to make them. The truth is the programs are fine and the designers are flawed. Either they don't know HOW to make a fun game (most people), they have no imagination (many people), or they are lazy (most people).
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That's my point! You are playing a role in HL2, not watching someone else play a role, as is the case with many games that fall into the "RPG" genre.

Role playing to me is the ability to play any (or at least more than one) role how you choose. Every game has you playing some role, but most of the time there is one only and there aren't decisions you can make to affect the world, ala half life 2. So trying to take the literal meaning of "role playing game" won't do any good because any game you would label an RPG is very much unlike something like hl2 (excluding a game that mixes genres).

But now rpgs are all stats.
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