Although I can assume how most of the people on 'dex would react to that comment, I wonder what felipepe would say.
And yet I spent 4 years making a book on CRPGs which doesn't feature Pokémon... sounds legit.He even said he doesn't like cRPGs and that the best RPG ever made (for him) is pokemon
WUT?But I don't have a problem with it being sold, I have a problem with it being sold (although I do wonder if any of the 150 or more volunteers that helped making the project a reality will see any money from it) so it includes games that aren't RPG because the author can't be arsed to answer to people why some games are not there (the answer is because they are not RPGs).
Basically he includes some games (like the ones I mentioned and others) because he doesn't want people to not like that games they enjoy are not there, even when they are not RPGs. He is doing the thing of appeasing to the lower denominator even if it is wrong. A basic product selling and merchandise technique.
Now, this might not be because of wanting to sell it in the future, but it is still the wrong thing to do.
I'd say it's somewhere closer to the in-between point, really. Role-Playing influences is more inherent to gaming than some'd think (like 95% of the western game developer pioneers being D&D nerds). It's the abstraction of some of the facets of gameplay, systems and mechanics to a passively (part actively) built chart/sheet/card/ whatever that will dictate you, the player, as well as your player character's set of verbs, actions or just plain performance. That can mean your weapons not dealing enough damage in Borderlands, your empire having a specific avaleible course of action respective to an event in Stellaris, being able to talk away a thug in Fallout, getting laid with a blue alien in Mass Effect, a red lizard or a skeleton in DOS or with your #bestboi in Enderal. Nowadays, and arguably as it always has been, there's hardly a "pure" RPG because unless the devs are homunculi or aliens foreign of human emotion, it's something you'll probably never come up with. That's why the X-RPG list is so damn long. Sorry for ranting, what do you think yourself?Second, the book opens with an article on how "TRUE RPGS" never really existed. It's a genre that represents a lot of things to lot of people. To some (like you) it means stats-driven gameplay, but to more modern players it means choices. Josh Sawyer once wrote how Wizardry probably wouldn't be an RPG by today's standards. Stats barely matter in Mass Effect 3, but good luck convincing anyone that it isn't a RPG.
I'd see basically nothing wrong if you could get just about anything in exchange of your time spent besides the assumed sense of fulfillment, really. Was kind of surprising that you didn't have a Patron set up as the project went seeing how popular that modus operandi is, for good and bad. The press part wouldn't be a bad idea if it wasn't bloody 550+ pages long hahaFirst of all, the book is out - for free - including the project files if you want to print it yourself. There's no "donate" button. And all the profits from the hardcover version (if I manage to make one) will go to charity. How the hell does this looks like something I did only to make money?
TFW a vast selection of 4X are RPGs (at leat imo) especially if you abstract your "civ" to a single super organism.nor Crusader Kings 2...
This is my personal definition; most people don't adhere to this. Diablo, great game. Loved it. For me, I use the term "RPG" for it because it is a stats game. It's a "Do I have the best armor equipment compared to the creature I'm facing?" There's not really any story for it. It's a great challenge reward cycle game. Blizzard, by the way, does the best challenge reward cycle games I've seen.
On the other hand, Thief or Ultima are role-playing games versus RPG -- which I know stands for role-playing game. When I think of a role-playing game, it is now where you are charged with playing an actual role and qualitative aspects of how you play are every bit as important as what equipment you use. That's what I find most interesting. It's a lot easier to do stories there.
I already have a job, I didn't want to have a second one, with people giving me money in exchange for updates and all that. During these 4 years of work I sometimes paused the book for months to deal with RL stuff (like moving to Japan). I only finished the book because it was a hobby, something fun to do in my spare time.I'd see basically nothing wrong if you could get just about anything in exchange of your time spent besides the assumed sense of fulfillment, really. Was kind of surprising that you didn't have a Patron set up as the project went seeing how popular that modus operandi is, for good and bad. The press part wouldn't be a bad idea if it wasn't bloody 550+ pages long haha
There's so many exceptions, I think it's a case-by-case thing.What will you consider as an RPG?
The expurgated version of the Codexian CRPG Book?The book is under creative commons, you can even cut out all the "non-RPGs" and make the "TR00 RPG BOOK" if you wish (as long as you credit the authors and don't sell it, obviously).
If you included a console RPG in a work exclusive for computer RPGs, that would be a real achievement.And yet I spent 4 years making a book on CRPGs which doesn't feature Pokémon... sounds legit.
I never said you're doing this for the money, I said it is a technique usually used as a marketing strategy (which I see as a negative). I even started what you quoted by saying I have no problem if you sell the book .WUT?
First of all, the book is out - for free - including the project files if you want to print it yourself. There's no "donate" button. And all the profits from the hardcover version (if I manage to make one) will go to charity. How the hell does this looks like something I did only to make money?
And you mention that your objective is keep working on fixing it until you can get a printed work. Since there was no mention about donating to charity when I read that Codex thread and there was quite a few talk of a hardback book...In the blog post, felipepepe also addresses the inevitable questions about the possibility of a hardback copy of the book, future proofreading plans, etc. He's looking for a good way to crowdfund the book or print it on demand without making it too expensive or too complicated in terms of taxes - so if you have an idea how he could go about doing that, do get in touch with him.
If true RPGs never existed, then it wouldn't be a genre.Second, the book opens with an article on how "TRUE RPGS" never really existed. It's a genre that represents a lot of things to lot of people. To some (like you) it means stats-driven gameplay, but to more modern players it means choices. Josh Sawyer once wrote how Wizardry probably wouldn't be an RPG by today's standards. Stats barely matter in Mass Effect 3, but good luck convincing anyone that it isn't a RPG.
FFS, I even wrote a massive article on Gamasutra just talking about why RPGs are so hard to define because of the various sources from which it evolved.
Even he is differentiating between RPG and role-playing games. Just like I have been saying. There are RPGs but those do not need to have role-playing, and there are role-playing games (allow role-playing) without being RPGs. And that is what confuses people, they confuse role-playing in a game with RPGs. Like I said before, one can role-play in some Grand Strategy games, but that doesn't change the fact that they are Grand Strategy games and not RPGs, it also doesn't change the fact one can role-play in Metal Gear games, but they are not RPGs.This is my personal definition; most people don't adhere to this. Diablo, great game. Loved it. For me, I use the term "RPG" for it because it is a stats game. It's a "Do I have the best armor equipment compared to the creature I'm facing?" There's not really any story for it. It's a great challenge reward cycle game. Blizzard, by the way, does the best challenge reward cycle games I've seen.
On the other hand, Thief or Ultima are role-playing games versus RPG -- which I know stands for role-playing game. When I think of a role-playing game, it is now where you are charged with playing an actual role and qualitative aspects of how you play are every bit as important as what equipment you use. That's what I find most interesting. It's a lot easier to do stories there.
I must apologize for that then, apparently I was lead astray by the cprbook's album on Flickr, since those games I mentioned have picture albums in there. I can't download any files for a month or so now, since my ISP is being stupid (probably because the NBN is being implemented in my area, messing up internet for everyone around here). I had to take a look at the album because I can't download the book. Those games are featured there, so confusion ensued.Without actually reading the book I guess, since it doesn't even mention Sid Meier's Pirates nor Crusader Kings 2...
Which I mention over and over . Also LARPing is different from RPG. LARPing uses the role-playing above the rules while RPG uses the rules above role-playing. Again there is a big distinction.Indeed, what a lot of people forget is that tabletop RPGs aren't all identical either. You can be dungeon-crawling and rolling dies at monsters or just LARPing vampires in a party. Some people don't even use dice-rolls. And of course this leads to different CRPG designs as well.
I already mentioned this in this post, but will do it again. Richard Garriott is actually saying the same thing I keep saying. RPGs are stats games and some allow role-playing, while there are other games that are not RPGs that also allow role-playing. Role-playing can happen in many game genres, not just in RPGs while there can be RPGs that do not allow role-playing. This is actually supporting what I have been saying since the beginning. It's right there, black on white .I think no one will deny that Richard Garriott is THE most important figure in CRPG history and here's his take on stats-heavy RPGs:This is my personal definition; most people don't adhere to this. Diablo, great game. Loved it. For me, I use the term "RPG" for it because it is a stats game. It's a "Do I have the best armor equipment compared to the creature I'm facing?" There's not really any story for it. It's a great challenge reward cycle game. Blizzard, by the way, does the best challenge reward cycle games I've seen.
On the other hand, Thief or Ultima are role-playing games versus RPG -- which I know stands for role-playing game. When I think of a role-playing game, it is now where you are charged with playing an actual role and qualitative aspects of how you play are every bit as important as what equipment you use. That's what I find most interesting. It's a lot easier to do stories there.
And yet, what Tim Cain said doesn't conflict at all with what I say. It actually once again confirms what I keep saying... Skills are important for a game to be a RPG. Tim Cain is saying that RPGs need character skills (in this case something that works like skills in classic RPGs). So in his opinion if a game has those skills (even if they are not called skills, but work in a similar way as in RPGs) he considers it a RPG.Similarly, Tim Cain wrote in the book explaining why Star Control 2 is an RPG. So yeah, I don't care about random posters on the internet going "Game X isn't an RPG!". Much wiser and experienced people follow a broader, more interesting definition.
Also notice how the remaining things he points out are things that make a good RPG for him, and not what makes a RPG:You control a ship that starts off as a bare-bones hull, and as you acquire resources and credits, you can buy upgrades to improve your ship, as well as gain new crew and landing craft to replace any that were lost in battles and exploration. These features are a direct analog to the skills, items and hit points in a typical role-playing game, making Star Control 2 closer to a CRPG than an adventure game.
So indeed, both Tim Cain and Richard Garriott say the same things as I do but in different ways .And like any good CRPG, Star Control 2 offers three areas of activity for the player: exploration, storyline, and combat.
Game that doesn't have skills can't be named RPG. Fallout 4 can't be named RPG.Anyway, this is the weekly rundown of borderlands mechanics, what I'm trying to say is that I can very comfortably call Fallout 4 an RPG, so what?
And once again you're not understanding what my posts say. If you can't understand what I mean in those posts then there is nothing I can do to make you understand. I wrote it the best I could several times now. I would make it more clear if I could, but I can't.Comparing jumping and role playing elements is the proverbial apples and oranges.
This phrase confuses the hell out of me. I have no idea what you mean there, why you're mentioning this or even what relevance it has to anything I said before. I will try my best to address this anyway.And for instance, Downwell, VVVVV, Dropper custom maps, off the top of my head, don't feature jumping of any description yet are splat formers in the fullest right.
How can I ignore that if I keep saying that! I keep saying that many game genres have the same elements "under the hood" and so it is not elements that make a game genre but the "full package". For example, shooters usually have some kind of Health value, Damage values, Armor values and Ammo values (for playable and non playable characters and all of that). But those things exist in other genres too, for example many RPGs also have those values, many strategy games have those values too and the examples just keep pilling up. Are you telling me that those genres that have the same values or similar should all be considered Shooters, RPGs or Strategy games? No, because it is how those values are implemented in the games and how the game is "wrapped" around those values that define the genre. Again, you're arguing a point that totally agrees with the same point I keep making over and over.What I think is that you ignore the "your chart indicates your interaction with the world" because sure, actually every game does that... Under the hood. Games that feature that in-game explicitly even if it's with hidden or obscure stats (Like TBOI) can very well be called that.
And once again, that is what I keep saying. Just because someone says role-playing is what makes a RPG, it doesn't make it a RPG. Same with quests, level up, items, inventory, etc etc. A genre is much more than each game element. I am getting tired of repeating myself so much and then you come by and argue against me with points that I clearly mentioned myself before . A RPG is what it is and no wishful thinking will make games that are not RPGs become them.Saying that something is an RPG or not isn't a compliment or an insult, it's just what it darn is.
And what merit and relevance has to do with a game being a RPG or not? You were just arguing about RPGs being RPGs and now you say that games that are relevant suddenly become RPGS when they are not? Confusing much?. Felipe has already said that a selection of games isn't in because of merit but mainly because of relevance.
No, Borderlands and S.T.A.L.K.E.R. are not RPGs, no matter what you say, they are not RPGs and don't "technically qualifies". I also mentioned FNV as being a real hybrid of shooter and RPG. But anyone who played FNV, S.T.A.L.K.E.R. and Borderlands can tell the difference between them all. If you can't see why FNV is a hybrid and why the other two are shooters, then I can't manipulate your brain into realizing why that is, I will put a bit of effort into it on my next point though. Borderlands contain some elements commonly found in RPGs it is wrapped around a shooter and the end result of that is a shooter, it behaves like a shooter and not a RPG, it plays like a shooter and not a RPG it requires player skill for everything which RPGs do not, etc.Back on the examples, Borderlands (STALKER is a bit of a stretch even if it technically qualifies but eh) and New Vegas, as well as Bethesda's Fallout like it or not, all are action RPGs with FPS combat.
A lot of random banter that doesn't do much to address any of my points.Hell, I'd say that Borderlands' combat is WAY more stat dependent than NV's, based off your own level, your picked skills and the subsequent levels of your weapon and your enemy, to not name the coop scaling layer. Enemies do NOT scale up to your level until the final NG+ cycle and the OP levels. NV's just a multiplication of your base damage on your weapon using your associated skill, a weapon wielding req and how long the fight takes depends mostly on the enemy's (invisible) current level and their respective DT if any. In Borderlands you for the most part really need to use the elemental resistances and weaknesses accordingly (corrosive-armored targets (served as slag in 1) fire-organic shock-shields and robots explosive-slightly more effective with everything slag-reduce enemy defense), use further damage reductions and increases from skills, like Zer0's Death Mark which increases damage dealt on top of slag (and a later ability does both at once), Maya's where killing an enemy at her black hole buffs her and increases the hole's duration and range, etcetera etcetera, added to each character's unique active which is subject to a lot of alteration, like a cloak that can be furthered with dash hits or have the berserk last literally forever, all piled on top of the itemization. Anyway, this is the weekly rundown of borderlands mechanics, what I'm trying to say is that I can very comfortably call Fallout 4 an RPG, so what? That's just what it is, it's like calling a duck an animal instead of a bird because "X" and because it swims aside of flying; that you prefer to sieve the term doesn't really detract from what they are, for good and bad.
A pile of secrets that is out there in the open for anyone that can actually look to see.What is a RPG? A miserable pile of secrets!
*Throws glass across roomWhat is a RPG? A miserable pile of secrets!