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

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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.

Yeah, that's my point. People can include any game they want if they expand the definition to encompass them. I think RPGs are more about being able to make choices and have them affect the game's world, but someone way up said something about any game where you play a role is an RPG.
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I still consider Deus Ex one of the best role playing games I've ever played. Picking a role for your character and playing it was really the only way to really enjoy the game without abusing things like the "save as you walk into a trip laser", "open the menu as you pick a lock/tamper with electronics" , or the "hey, I know how to carry every item in the DE world twice" inventory bugs.

If you're building a bruiser, through stats and equipment, that can go to toe with milbots and smirk like the terminator on a holiday, you probably have too many large weapons in your inventory to pick up too much of the other in-game stuff. Instead of picking locks, you use lams. Instead of bypassing tripwires or stacking crates to hop around on, you either stroll right through and take your lumps, or you...use a lam.

If you're building a complete spy/agent type, you've got a couple of quiet weapons, maybe some emp grenades, a couple thermoptic camos, a stack or two of lockpicks and electronic tools. You probably also have a can of soda or two to throw out and make noise to draw enemies off their patrol routes. Congratulations, you are the Michael Westen of 20XX.

Trying to be a jack of all trades meant you probably had to use more lockpicks and e-tools for each intrusion, and you were just above mediocre in all weapons types instead of standout in one or two.

To me, both DE games did a great job of putting the player into the mind of the main character, letting them decide how to tackle the environments and obstacles before them. When I realized you could detonate onscreen munitions, even through locked cases, in DE2, my game world opened up with new trap opportunities that made me smile. (For an easy kill on that is required for one of the DE2 endings, I placed a bunch of ordinance around the target and detonated it with a remote missile.)

Morrowind tried, but you had to cross train heavily by the last third of the game to avoid a few really annoying experiences.

Fallout 2 was great about role-playing, as someone mentioned above. I remember the first time I talked my way through Navarro without a single shot being fired.

I was discussing rpgs with a friend of mine a couple years back. I said "Anymore the only games I really buy are RPGs, because they take longer to beat." and his retort was that "Every video game is a role playing game."

I hadn't really thought of it that way, for some reason, but it is true. In Super Mario, you play the role of a dumpy plumber who has to jump on things, dress up in costumes, saddle baby dinosaurs, and consume mushrooms that are sometimes larger then his entire body. Calling every game ever made a role playing game is just as true as it is an exercise in semantics.

When I play rpgs (taken here to mean the genre that the term is usually applied to instead of the whole of all video games) I usually find myself trying to max out what my characters can do. I'm not thinking "Gee, that meteor could fall out of the sky at any minute, I'd better hurry to the North Crater!", I'm thinking "Hmm, if I limit break eight more times, I can use omni-slash! Lets fight."

I like seeing "rpg elements" working into other "non-rpg" games. I like the idea of customizing the character I play so that it fits my style, but it seems to be an easy out for developers. They can't really make a character that feels distinct enough to warrant a unique play style, so they pass the buck onto the player. In the end, it isn't really about customization, but mainstreaming: grind to the level cap and have all the best stuff - just like everyone else.

I tried a free MMORPG recently, mainly to prepare myself in-case The Old Republic will somehow run on the computer I have when it comes out. In the online setting, role playing is a bit more viable. There are set challenges, and you can link up with other people who specialize however they see fit, to tackle them. Unless you grind endlessly, you won't have the ability to max everything as you go along, so you pick a role/job/class and go with it. In terms of story, you aren't really playing a role (everybody I partied with kept telling me to esc out of the cutscenes when they played), but you are in terms of gameplay.
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Every game can be considered a game where you play a role, but they can't be considered a Role Playing Game, because RPG has a set definition already when referring to the genre. That is, a game with stats that places you in a role, essentially. Also, stats have to have a greater impact on gameplay than player skill (so it doesn't matter if you get headshots every time if your character can only do 12 damage with rifles, for example).
This is why Half-Life 2 is not an RPG. You may have stats like HP, and guns with different attack scores, but it depends on your own personal skill more than "This gun does +2 damage!".
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Every game can be considered a game where you play a role, but they can't be considered a Role Playing Game, because RPG has a set definition already when referring to the genre. That is, a game with stats that places you in a role, essentially. Also, stats have to have a greater impact on gameplay than player skill (so it doesn't matter if you get headshots every time if your character can only do 12 damage with rifles, for example).
This is why Half-Life 2 is not an RPG. You may have stats like HP, and guns with different attack scores, but it depends on your own personal skill more than "This gun does +2 damage!".
This. I'd also like to add that the genre is so named because its derived from table top RPG's (obviously). The name is not meant to be taken literally. An RPG is just any game that tests the player based off stats and not actual physical skill, while having quests or some story driven motive or what have you.
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So in this thread we argue why games with stats such as HP, MP, EXP and allow you to get levels to get stronger and require you to do some grinding in order to get said levels, and usually have more plot than Sonic 1 or SMW and have a lot of similarities to the first videogames from the late 80s that were cloning D&D the best they could with an 8-bit system are called RPGs?

That's like asking why games where you see in first person and shoot people are called FPSs.

EDIT: Vanit beat me to it
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The name is not meant to be taken literally.

This is a game where you are playing a role... figuratively.  I mean, the whole genre has pretty much that one distinction, which most games are completely lacking.

Quote
That's like asking why games where you see in first person and shoot people are called FPSs.

It's more like playing Sonic the Hedgehog and calling it a FPS.
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In few words:
JRPGs are more of playable soap operas!
W-RPGs are more of Choose-your-Adventure thing.


your point is pretty moot sir, do you still live in  the 90's and think western RPGs are still like old Lucasarts games?

Mass Effect is more of a soap opera than any of your JRPGs.

Fallout 3 as well.


Listen I don't know if you play much "western rpgs" but it too has a strong values for Storytelling much deeper than any JRPGs.


Don't forget the west pretty much created Role Playing Games.   If it wasn't for western nerds sitting in their basement coming up with fantasy concepts playing dungeons and dragons with stats and shit you wouldn't have your Final Fantasy.
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Listen I don't know if you play much "western rpgs" but it too has a strong values for Storytelling much deeper than any JRPGs.
I have to agree here. I love Final Fantasy, and an assortment of other JRPGs, but all their stories are pretty cookie cutter. The only RPGs to actually move me have been western.
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I have to agree here. I love Final Fantasy, and an assortment of other JRPGs, but all their stories are pretty cookie cutter. The only RPGs to actually move me have been western.

And on that note it seems JRPG fans have this fucking veil of shit on their face that makes them think that JRPGs are the pinnacle of RPG games, but as you said JRPGs are pretty cookie cutter one after another is released and it gets stagnant, every thing starts to become the same, from the battle systems to the stories, what have you.  But I feel western RPGs are released so rarely that each of them has a Unique flavour and each game is special. 

I think the only reason why JRPG fans are turned off by Western RPGs is because of the artwork, theyre so accustomed to getting used to seeing spikey hair dudes weilding big swords that they cant look past that to maybe TRY Mass Effect or Fahrenheit, and they are missing alot.


Don't get me wrong I love me some JRPGs, my favorite is Final Fantasy IX.  But in terms of game value I definitely pick the western aesthetics of RPG games compared to Japan's, its just so much fresher, and I feel more satisfied in the end.
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Also, stats have to have a greater impact on gameplay than player skill

Personally, I think there are a few exceptions to this, but it mostly applies to the Action-RPG genre. Using Jade Empire as an example, there's no point having your stats absolutely shed high when your bad at the combat system, otherwise you will get murdered.

Theres also an element of 'player skill is better than stats' in the Mario and Luigi series of Mario games, you can get by with really crappy defense stats if you have good skill at learning and dodging the enemies attacks, you can get by no problem, taking minimal damage.


Personally I prefer playing Western RPGs for their story element, whereas I'll play J-RPGs mostly for the battle systems, as story seems to take a back-seat for it, and I pay little attention and skip it all. Only exception to that recently is probably Persona 4, where I rarely if ever skip the dialogue, as I find the character's likeable and easier to relate to than, for example, Vahn.
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If you define an "RPG" as being a game that must have roleplaying, I think about 90% at least of all RPGs would need a new genre definition.

I think you should ask yourself, "Sure, I am grinding while reading a story, but is it fun?"

Saying "RPGs are just about stats!" seems a tad silly to me, if you'll forgive my frankness. If that particular genre does not appeal to you, then perhaps you simply need to look elsewhere for entertainment, rather than say "now rpgs are all stats"(1, as I seem to recall this particular sort of series has always had statistics to determine the strengths of your characters, and only rarely ever had various choice options that made a (significant) impact on the storyline.


(1 (is there any rp-ing in rpg's ? - GamingW Forums, consulted August 23 2009, posted by Leafo)
<RPG> contra's depth is an illusion, it's not sustainable for a real story
<RPG> it's just fun, with fun gameplay
<RPG> rpg players ask "where did the robot come from"
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I wasn't saying HL2 was an RPG. I was saying that people have made he definition of RPG so broad that you can apply it to anything. My point is that RPGs hardly actually contain any RPing anymore.

Every game can be considered a game where you play a role, but they can't be considered a Role Playing Game, because RPG has a set definition already when referring to the genre. That is, a game with stats that places you in a role, essentially. Also, stats have to have a greater impact on gameplay than player skill (so it doesn't matter if you get headshots every time if your character can only do 12 damage with rifles, for example).
This is why Half-Life 2 is not an RPG. You may have stats like HP, and guns with different attack scores, but it depends on your own personal skill more than "This gun does +2 damage!".

Where did this set definition come from? There are RPGs that rely on skill just as much as stats, there are RPGs that place you in command of a silent protagonist with no pre-set stats, there are RPGs that force you to play as several different characters either in a row or at once (what about FF6? Who was the main character in that? That is one helluva a schizophrenic role playing game, by your definition).

What you are describing is just the bulk (the shitty bulk) of what people usually refer to as RPGs. Fallout 3 was definitely an RPG, but it was also an FPS- Castlevania (the new ones) are definitely RPGs, but they're also clearly platforming games.

The thing that annoys me about what qualities people ascribe to RPGs is that they're barely even quantifiable and have nothing to do with actually playing (as in pushing buttons to make things happen, not sitting and watching dice rolls) the damn game. Every other genre is based on what you do; do you jump around from platform to platform? It's a plaformer. Do you shoot people while looking down the barrel of a gun? It's an FPS. Do you throw the pigskin to your wide receiver? It's a sports game. Do you trek here and there, slaying foes with your mighty sword? It's an adventure game. Literally all of these genres can have RPG elements attached to them without being cross-genre games (as is, to use it as an example again, HL2, which is both an FPS and a Platformer).

Most people define games as RPGs when there isn't actually anything else to do in the game. Maybe a better definition of RPG is just a Menu-Based Game. Or Statistics-Based Game.  :fogetmmh:

Just so everyone is clear, I play RPGs all the time! I grew up on them and I love them, but trying to define them is ridiculous. This topic is about actual role-playing in RPGs, which I say there is very little of (or very little more than in every other genre).
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Well. Silent protagonist with no preset stats = you give him stats, which then restrict him to his role.
FF6  = all the characters have stats that restrict them to their role.
Fallout 3 = Action RPG or FPS with RPG elements
Castlevania = RPG (Only played a little bit of one but it relied heavily on stats. Level 1 = 10 damage per hit, Level 2 = 12 damage per hit kinda stuff)

Look up the definition of RPG on I think wikipedia has it and you will see where I get my definition. Also my game design courses. of course... if I'm wrong...
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the only thing i really have to say about this is that the role-playing genre has a single major contribution to the rest of the gaming medium: in-depth stat-based customization.  i wouldn't be at all surprised if the rpg genre gave its gift and then died only to be overtaken by genres that are more action-based.

FF6  = all the characters have stats that restrict them to their role.

actually, if you look into ff6's programming you'll be amazed at how much the algorithms depend on the character's current level, so the immutable stats (i guess you could call them that) don't really matter as much
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Like I said, there's really only a few video games with true roleplaying elements in them, and here's why:

Fallout series:  the Karma system allowed you to play the spectrum of good to evil; the SPECIAL system allowed you to set base stats; a few other nuances, like playing a drug addict, a Slaver, or Brotherhood member.

Elder Scrolls series:  pretty much same thing as Fallout, with your own customized class and Good-Evil system; the choice to be a member of 3 guilds; the Dark Brotherhood option; the Vampire option; the choice to affiliate with Daedra or the traditional gods.

Planescape:  once again, customized character; you have the ability to play not only good-evil, but lawful-chaotic.  Lying, cheating, and stealing can be done for a greater good.  There's an ungodly number of ways to go about anything, even in the way you try to talk your way in/out of things.

I know there are more, but you get the idea.  You can play each game multiple times and get a completely different experience.  You can end it like a champion of good, or like a complete asshole.  You can be a bruiser or use magic or finesse.  Sure, you can exploit the system and do everything, but when I play, I usually have a role with limitations in mind so I get some small semblance of roleplaying.  The thing with the FF series, and related games, is that you really don't get that choice.  You're Terra/Cloud/Crono and you're only as much of a badass as your level, and you're gonna say/do the same things pretty much everytime.  That's pretty much the opposite of roleplaying.
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Well. Silent protagonist with no preset stats = you give him stats, which then restrict him to his role.
FF6  = all the characters have stats that restrict them to their role.
Fallout 3 = Action RPG or FPS with RPG elements

Firstly, you could easily change the way characters grew (their stats) based on which espers they had equipped when they levelled up. Plus, pretty much every character in that game (except maybe Relm and Strago) were really well-rounded and could inflict damage/use magic/take some hits as well as any other character, so it was up to you which characters you used. Plus, certain dialogues would be different based on who you had in your party (some not appearing at all), and it was unnecessary to play as all the characters/do everything. I would say, as far as character-driven story options go, Final Fantasy 6 was the most "RP"esque of all the Final Fantasies.

Also, many RPGs don't have main characters, they have a cast of equally important characters. Are you playing the role of all of them at once, or as a team? Because one way I'd argue is more "RP"esque than the other.

Secondly, I would never call Fallout 3 an FPS with RPG elements. An RPG with FPS elements, maybe, but calling that game anything but an RPG would be laughably missing the mark. Everything you do is based on earning experience and leveling up; and unlike Fallout 2, where you level up by just playing through the game's many interesting scenarios, Fallout 3 has you running around searching for Molerats to kill to harvest their precious grind-worthy experience. Stupid Bethesda.


edit: man these posts make me sound like a pompous rpg knowitall but I don't care!!!
Last Edit: August 25, 2009, 02:09:05 am by Kaempfer
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I'd say that what i look for  in a console RPG is different than what i look for in Pen-and-paper/message board. They're different animals, if you'll excuse my phrasing.
When I do pen-and paper/ message board RPing I use as mu8ch freedom as possible.  When I go for a console game I usually prefer that each character have their own quirks and personality, like I was reading a good novel, though i DO prefer flexibility if possible. I  I grew up on FF/IV/VI and Chrono Trigger, among others, and I  tend to like my "Traveling companions" as well-rounded as possible.
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In my opinion, a true RPG is designed so that the character you create in your mind can do pretty much what you would expect that character to do within the game universe. If I create a gunslinging broad in FO3, I will sufficiently be immersed in that character until somethings forces me to break "character" - ie. If I wanted her to be bad, I feel that if I am forced to do a goody-goody quest then my experience breaks a little immersion, and I feel less like I'm playing the role of who I want, and more the role of who the designers want.

Essentially, in my opinion, I believe a true "RPG" is a difficult thing to come by other than in the PnP world. Because the designers will always want to tell a story, true immersion will never be reached. That being said, i  dont necessarily mean that most RPGs are bad,  no no, sometimes the defined story can play like a good book reads. It just won't be the book I wrote in my head.

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In my opinion, a true RPG is designed so that the character you create in your mind can do pretty much what you would expect that character to do within the game universe. If I create a gunslinging broad in FO3, I will sufficiently be immersed in that character until somethings forces me to break "character" - ie. If I wanted her to be bad, I feel that if I am forced to do a goody-goody quest then my experience breaks a little immersion, and I feel less like I'm playing the role of who I want, and more the role of who the designers want.

This is what irks me about Oblivion and FO3.  I can be a hard-ass baby killer, but at the end of the day I have to save the whole world.  What can you do...  :welp:
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I just had an idea for a game:

It would be an RPG not unlike Oblivion or Fallout series, with the Planescape double axis alignment system. Whichever path you go, there is an active doppleganger-like character of the exact opposite alignment in the world who you learn about from clues and conversations.  You'd ultimately encounter him several times, hindering your goals toward some arbitrary main quest.   Maybe if a player decided to go totally Neutral/Neutral, the game would be maintaining that difficult balance until you can befriend him and reach a catharsis of sorts.  The ending could be kind of open to interpretation.  Maybe your nemesis is a conflicting character in your head or some crazy shit like that.
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