D
After having said this:I never said you're doing this for the money
That's some bullshit.Also I have the feeling that the author is gonna try to monetize this product (which makes me think that there was ulterior motives for the making of this. Money money money).
Oh FFS, if you're not gonna debate my points then you shouldn't even be replying. At least put effort into it, it took me a long time to write that so I could pass my message across as clear as possible.Oh FFS Risewild, if you want to get your points across you should at least write them in a way I don't feel like I'm spending a significant chunk of my life reading it. I can't believe I read all that...
It is not FOR ME. Your quotes from Richard Garriott and Tim Cain say exactly what I say... You said you don't care what a random guy on the internet says and that you will listen to those influential people in the genre. But those people are saying exactly the same I said. Your quotes to prove to me I'm wrong actually keep saying what I say. RPGs rely on character stats/skills and not on role-playing. Role-playing can be achieved on other game genres.I'm not gonna rebate that wall of text point by point, because the core of the issue that all your points are entirely based on what FOR YOU is an RPG. You say that "RPGs do not use player skill to do character's skill related things", but that's completely disconnected from reality.
See? He clearly differentiates RPGs from games you can role-play. He doesn't say that games you can role-play are necessarily 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.
Tim Cain said: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.
Which is once again what I have been saying, what makes a RPG is the elements in the "full package" of the game, not just elements. See how Tim Cain takes a look at what some consider a adventure game and sees the elements that work the same as in a RPG and then sees how the entire game uses those elements and then tells us that how those are handed, it makes the game as RPG for him. Which is what I keep saying over and over.Tim Cain said:And like any good CRPG, Star Control 2 offers three areas of activity for the player: exploration, storyline, and combat.
I expected better points.Ultima Underworld, Arena & Daggerfall have combat that rely on you quickly moving your mouse across the screen to execute attacks. That's player skill, so now Ultima Underworld isn't an RPG? Dungeon Master isn't an RPG because your speed with the mouse influences you attack speed? Gothic and The Witcher aren't RPGs because you have to time your attacks in combat? Mass Effect 2 isn't an RPG because of the player skill-based combat? Wizardry VII isn't an RPG because of the lockpicking mini-game?
This is hilarious (not to offend, it really made me laugh). You're trying to debate that player skill is more important than character's skill in RPGs by using the example where both characters have the same build (so the same character skills). While my point is that the game relies more on character skill than player skill.Just compare a first-time Diablo II player and a veteran Diablo II player with the exact same build and see how your argument falls to the ground - knowing where to move, when to attack, when to heal, where to target, having the proper reflexes... is no different than Borderlands.
I guess I should remember not everyone knows how I express myself around here, so I do apologize for that.Finally, writing this:
Can you kill a level 72-OP8 Ultimate Super Badass Golem in Borderlands 2 with a level 1 gun and a level 1characters, even with other coop partners and you're an experienced player? (FYI it takes 20 minutes at best to take down for a maxed out character) See, the main hole in your stance is that you're overlooking and demeaning things to favour it.This is hilarious (not to offend, it really made me laugh). You're trying to debate that player skill is more important than character's skill in RPGs by using the example where both characters have the same build (so the same character skills). While my point is that the game relies more on character skill than player skill.
Turn it back around and see how reversible that is in favour of "our" thesis.Just like if a drama movie has one joke in it, it doesn't stop being a drama and becomes a comedy. Because the rest is still entirely a drama.
And this:RPGs do not use player skill to do character's skill related things.
Are not the same thing.my point is that the game relies more on character skill than player skill.
Can you beat Doom 1 last boss just using the fists weapon? Does that mean that Doom is a RPG and not a FPS?Can you kill a level 72-OP8 Ultimate Super Badass Golem in Borderlands 2 with a level 1 gun and a level 1characters, even with other coop partners and you're an experienced player? (FYI it takes 20 minutes at best to take down for a maxed out character) See, the main hole in your stance is that you're overlooking and demeaning things to favour it.
Going on with that, an experienced fallout 2 player could exploit the AI range (or go do the Navarro run before it ) and carefully pick the starting chart and get a sizable chance, probably bigger than that babby newcomer who might not even know sequence, AP, controls, equipping and picking up items or how to heal.
Apparently, if the gameplay is any more than what can be carried through by a vegetative person or a literal vegetable, it's not an RPG? Because knowledge of the game's systems, average cause and consequence, the better strategies in combat and build and everything else needed to PLAY THE GAME, let alone clicking on "stuff", IS player skill. You can't throw stat investments, perks s d equipment around completely thoughtlessly to advance as well as you could in the large majority of games. Even in the casualest casual games you need it, a learning progression, as short as it may be, which will make you play different from when you or another who started besides maybe all those Clicker or Idle games. That's why player skill and character skill reliance is a spectrum and by no means the single defining trait of "RPG" period. It is related to the definition of Action RPG, but that there is a bigger proportion of player skill involved doesn't mean that there'll be none of character's, and it can be the respectively opposite case.
Turn it back around and see how reversible that is in favour of "our" thesis.
I see no inconsistency there. I clearly say that RPGs do not use player skill to do character's skill related things. I don't say RPGs relies only on character skills. It relies more (or mainly, if anyone prefers) on character skill, not only on character skill.This:
And this:Risewild said:RPGs do not use player skill to do character's skill related things.
Are not the same thing.Risewild said:my point is that the game relies more on character skill than player skill.
Is not that I don't know "how you express yourself", is that you're moving goalposts and have zero consistency.
Just like Doom weapons and armor matter, is Doom also a RPG? Again I try to pass this into your thick skulls It's the "full package", the full game that makes a genre (just like Tim Cain mentioned before ). Tell me, how is it a RPG just because you need special attacks and better weapons to defeat hard bosses while you still use all the FPS skills needed to be able to also defeat those bosses? It looks like a FPS, it plays like a FPS and it has weapon/equipment progression like a FPS but it is a RPG . It is how the elements work in the game that define the genre, not the elements themselves. I already said this so many times in just a few posts, but you cover your ears and keep going "lalalalala" because if you actually listen, you can't really argue much about it.As Arnust points above, stats matter in Borderlands - your level, your gun, your skill level with said gun, your available skills, etc. So Borderlands is an RPG by the exact argument you just wrote.
I disagree. The purpose of making an RPG character—as opposed to making a version of one's own self as the character, is to be bound to their personal strengths and weaknesses; their aptitudes and unfamiliarities—which ideally, are not the same as one's own. It is them acting in the situation—not the player. To use Fallout as an [rather excellent] example, the player only ever signals the character's intent to act; if they are roleplaying, then they choose the most in-character action for the given situation. When (or if) it is decided that the PC would take action (like to decipher, or to attack, or to steal, or to pick a lock, etc...), the player signals the intent, and PC then makes the attempt, and they wholly succeed or fail on their own merit and ability; easily failing if they are inept, perhaps easily succeeding if they are expert.You say that "RPGs do not use player skill to do character's skill related things", but that's completely disconnected from reality.
It's traditional action game design to have progressive escalation. However while in the case of DOOM and most other action games, it's tied to the usually near progression. You and your enemies are STATIC except when it comes to Doomguy's arsenal. DOOM utilises no chart whatsoever.Can you beat Doom 1 last boss just using the fists weapon? Does that mean that Doom is a RPG and not a FPS?
Can you beat that same Borderlands 2 boss when you suck at FPS even with the "best" equipment/level,etc?
Show someone a video of Borderlands 2 gameplay, with the dialogue and the combat and they will say right away it is a shooter. It plays like a Shooter, it looks like a Shooter and it does things like a Shooter does.
I also noticed how I was contesting more STALKER being considered a RPG and even mentioned myself that Borderlands is closer to a RPG than STALKER because it uses more elements found in many RPGs, but you guys seemed to have conceded defeat about STALKER, because you cleverly "forgot" about it and just focus on Borderlands.
- The CRPG Book ProjectWhile there’s no RPG-style XP/level up system, equipment and inventory management are vital. ere are several types of weapons, ammo and armor available, but their weight and durability must be carefully considered. Players also have to deal with hunger, bleeding, radiation and other types of hazards. e artifacts scattered across the Zone can be used to boost resistances, though usually with a drawback (e.g. reducing radiation but increasing bleeding).
Sadly, interaction with NPCs is usually limited to just accepting quests, trading or asking about rumors. However, STALKER does o er several di erent endings based on the player’s reputation with the Zone’s factions and NPCs, as well as how they chose to act in certain important story quests.
Again. It's not an RPG if a paralytic can play it? I really want to see you describe how the learned doesn't become a skill, somehow, despite what you call "player skill" literally translates to "player input" in practice.But this is not true for shooters for example. The walkthrough can have the "optimal" build, but if the player doesn't have the necessary reflexes and hand eye coordination, they will not beat the game.
"RPG combat" being? In AP based turn based games it's key to manage your Action Points with the correct set of actions. If you attack at the wrong enemy with the wrong item (like trying to kill Frank Horrigan with throwing knives or a pipe rifle), opening your inventory when unneeded or just, you know, not having Risewild's Player SkillTM, you won't be able to complete it either.Let's compare both. Shooters need equipment progression and player skill, chances are that even with all the best equipment, your character won't do much unless the player has the right skills to do it.
RPGs need character skills and equipment progress (I guess), chances are that with all the best equipment and max level the character will be able to overcome most or all obstacles in the game if he has the skill to overcome them.
This argument which you're so proud of is 100% subjective. It's all based on YOUR OPINION, thus it's fucking useless.You guys never countered this point ("full package" vs elements).
Fallout 1 is an RPG, Fallout 3 is an Action-RPG. Both are still part of the RPG genre. Not that hard, really.In Fallout 2, the PC aimed the gun—it was them. The player targeted who they should shoot, but they couldn't hit a barn if they were inept... In FO3, the player personally points the weapon; and could compensate for low PC skill.
– Josh Sawyer, New Vegas’ Lead Designer“I guess the thing is, I don’t really view RPG and FPS as separate genres. FPS is the style of combat that the game has outside of VATS. But the RPG always influences how you use that combat system, whether it’s in VATS or in first-person real-time.”
I answered this in the previous post, please read it before keeping ignoring all the stuff I already mentioned before. I am tired of repeating myself over and over. Here is a tip, player skill and knowledge of the game (or being experienced by playing the game) is different. Read my shameful confessions.And you didn't answer how the result of the player experience is somehow not involving ANY player skill. Nevermind that in most titles combat might not even take all that much of the gameplay time in the first place, thus having that not be really "much full package", isn't it?
Once again, you must read one single sentence of what I write because I once again keep repeating the same thing that contests that. While all you do is saying lalalalala it has progression and a chart lalalala...It's traditional action game design to have progressive escalation. However while in the case of DOOM and most other action games, it's tied to the usually near progression. You and your enemies are STATIC except when it comes to Doomguy's arsenal. DOOM utilises no chart whatsoever.
Most action games are incredibly doable when completely overpowered. Does that mean they are RPGs? As Felipe has said, you can't wrap everything under the same criteria especially if it means that it's exclusive and not inclusive.
You keep saying the full package thing arbitrarily when you're poking at things for a single facet of them.
Arnust, you have a knack to make me laugh. You realize that the FNV video you posted and then gave a genre based on what you see on the video is precisely the same as I wrote in my example? You're actually telling me that anyone who watches that video and doesn't know what FNV is will think it is a Shooter. I don't know why you're supporting me on this, wasn't your intention to somehow disprove what I said and not prove it?Oh hey, a looter shooter and a turn based strategy game! Yeah, no.
And that proves STALKER is a RPG because? How does the character fare without the player doing everything for the character? Equipment exist in many genres and usually have to be managed too (exception to this are point and click and text based adventure games. Those have inventories but management is usually not a thing). Play Doom and try not to get the best equipment available or ammo for it, try not getting an armor.- The CRPG Book ProjectWhile there’s no RPG-style XP/level up system, equipment and inventory management are vital. ere are several types of weapons, ammo and armor available, but their weight and durability must be carefully considered. Players also have to deal with hunger, bleeding, radiation and other types of hazards. e artifacts scattered across the Zone can be used to boost resistances, though usually with a drawback (e.g. reducing radiation but increasing bleeding).
Sadly, interaction with NPCs is usually limited to just accepting quests, trading or asking about rumors. However, STALKER does o er several di erent endings based on the player’s reputation with the Zone’s factions and NPCs, as well as how they chose to act in certain important story quests.
It is also mentioned later that faction war and reputations would be reintroduced in the later games after being cut from it. You could read the thing, it's pretty interesting...
And again I see the despair in your reply. Starting to go to extremes as "It's not a RPG if a paralytic can play?".Again. It's not an RPG if a paralytic can play it? I really want to see you describe how the learned doesn't become a skill, somehow, despite what you call "player skill" literally translates to "player input" in practice.
See, reading books is a skill. I kid not. Needless to say that it's not overly common for most people for it to be consumed in the hobby level, nor today nor ever, it IS a skill to be able to foresee the themes, cues and depending on the class of narrative and genre a lot more, like figuring the puzzle out in thrillers/detective/suspense stories, or just keeping up to the more abstract parts of them. People have different degrees of ability about it; some read faster, slower, at different comprehension levels. That's why for the best books the second and further posterior reads are usually enriched offering a deeper dive in it.
And here you go once again. Putting words in my fingertips I never said and missing the point by miles. Really need to invest in reading skills."RPG combat" being? In AP based turn based games it's key to manage your Action Points with the correct set of actions. If you attack at the wrong enemy with the wrong item (like trying to kill Frank Horrigan with throwing knives or a pipe rifle), opening your inventory when unneeded or just, you know, not having Risewild's Player SkillTM, you won't be able to complete it either.
DOS and DOS2 have a similar AP system as well and very very little of the combat is "just click in the guy and it'll get resolved" because of how you have to use different movement combos with your party members, IE knocking an enemy ranger down over a pile of poison sludge and then setting it on fire, then into steam to not have that enemy shooting back through the cloud.
Because it still plays like any common FPS. You say it relies on debuff enemies and buff characters, but RPGs do not do rely on that, RPGs do not rely on raid formula either. Borderlands is a complex and quite good (specially in co-op) FPS and should be recognized for it on it's own merit. Labeling it as a RPG is just diminishing what the FPS genre can be.Borderlands' combat, for the umpteenth time, consists in debuffing enemies and buffing yourself with actives and passives, applying the correct element and depending on your build then, using different types of weapons or even melee to apply the finalising segment of the fight. The more complicated fights in the game play more like raid bosses in WoW and other MMORPGS. Hell, some DLC parts, the "Invincible" bosses and Digistruct Peak are very clearly Raids in formula. How is that combat not overtly reliant on its RPG elements, exactly?
Once again, it is not MY opinion. Are you telling me that RPGs, FPS, RTS, Platformers and any other game genres are not defined by how they use elements in the full entirety of a game? Are you telling me that if someone plays Doom 1 and calls it an adventure game, it is an adventure game, because it is their opinion? Are you telling me that if someone plays a heavy metal song but has a musician playing a violin together with the rest of the band playing the song normally, it stops being Heavy Metal and becomes some other genre?This argument which you're so proud of is 100% subjective. It's all based on YOUR OPINION, thus it's fucking useless.
Yeah, I can look at the "full package", but I can come to a different conclusion than you. As it clearly happens.
And as I said, no matter what your intention on quoting those two giants of cRPG industry was, they do not disprove anything I said and even say what I said over and over. Which is:I mentioned Richard Garriott & Tim Cain because they have very different definitions. Star Control 2 does not look like an RPG, but Tim Cain think it is and explained why. Similarly, the book features a quote from the STALKER devs on how they see the game as an "unusual mix of FPS and RPG".
So you and the STALKER devs disagree over that the game's "full package" means. And I don't see a single reason why your opinion should win over his.
Yeah...Yes. Unfortunately New Vegas is derived of FO3. It has a lot of carefully designed RPG systems in it... and yet it inherits the flaws of FO3. The PC is a digital costume.
Oh hey, a looter shooter and a turn based strategy game! Yeah, no.
Eh, traps are, no pun intended, a complicated design trapping. Only in the more abstracted RPGs you can safely relegate them off a perceptive player's eyes. As the Action RPG that Fallout 3 and NV are it'd be kind of plain bullshit that most of the gameplay consists of using their IRL perception except that one extremely dangerous thing (of course you could do it so that invisible traps are pretty weak or something). At least NV at some point has some skill checks on trapped or hazardous environment hazards or "events", like V22's flammable gas and surely more that I can think of. The buried mines in some areas, most notably Repconn Test Facility, are more effective than you'd think, too. Plus, not being actually able to disarm some traps even if they are visible will need you to gamble it a fair lot. Jumping or ducking under them is misleading and collisions aren't exactly like Dishonored's.Yeah...Yes. Unfortunately New Vegas is derived of FO3. It has a lot of carefully designed RPG systems in it... and yet it inherits the flaws of FO3. The PC is a digital costume.
An example from both: Hidden traps
The PC can have a very low or high perception, but a hidden trap is only detected if the player notices it—and not if they don't. The astute PC can be injured by a trap that they would have detected, but that the player didn't see; and the almost blind PC can find every trap if the player is looking for them.
In Fallout, the traps only appear visible if the PC has detected them; it should have been this way in FO3.
*I consider NV an RPG... on meritorious (but flawed core...) gameplay; RPGs should evaluate the outcome of everything that affects, or that is affected by the PC, based on their skills & stats.
FO3 only has merit in the landscaping.
That's heartening to learn; I wasn't aware of that until now. I do need to finish NV.At least NV at some point has some skill checks on trapped or hazardous environment hazards or "events", like V22's flammable gas and surely more that I can think of.
This is why their core premise was wrong for the series. They cloned the Oblivion gameplay for use in the Fallout IP setting.Eh, traps are, no pun intended, a complicated design trapping. Only in the more abstracted RPGs you can safely relegate them off a perceptive player's eyes. As the Action RPG that Fallout 3 and NV are it'd be kind of plain bullshit that most of the gameplay consists of using their IRL perception except that one extremely dangerous thing (of course you could do it so that invisible traps are pretty weak or something).
That's a very good point.Anyway, an obvious merit of Fo3 is allowing for NV to exist in the first place and relive interest in the Fallout franchise; what was done further on from Bethesda's part can't really be blamed on the game itself. It also was one of the highlights of the early generation especially on console.
But they are not RPG elements. STALKER so called RPG elements are also elements used in other games that are not RPGs. So why in the case of STALKER are they "RPG elements". I gave two examples Terraria and Don't Starve use the same "RPG elements" and they are not RPGs. Heroes of Might and Magic games, for another example, have so many more "RPG Elements" than STALKER (plenty of character stats and values, equipment [like armors and weapons and artifacts and gloves and rings and so on], inventory that you have to manage because you have limited inventory space, magic spells, quests, exp, leveling up, etc) and yet, it is not a RPG, it was never a RPG and will never be a RPG. Might and Magic games which are from the same studios and happen in the same universe are RPGs.is the same as calling a game with prominent RPG elements an RPG which the most of the time means that it actually is.
Honestly, this is now NUH HUH YOU AIN'T GOT IT going both ways except you're way more steadfast with the writing. With the time you invest in this topic every time a thread is derailed for it you could rather spend it on making your own document defining what an RPG is supposed to be (in your mind, because I can't bear that you're pretending to be objective when the bottomline of the discussion is that the book should respect a set of conventions that YOU hold) and in the future just link it and go make a sandwich.