0wing
Все умрут, а я волномут
Questionable state. And false. You're one of those 'special' folks, aren't ya?I like New Vegas, but it's not an RPG - it's the second best spinoff of an RPG.
Questionable state. And false. You're one of those 'special' folks, aren't ya?I like New Vegas, but it's not an RPG - it's the second best spinoff of an RPG.
I did read through that wall of text in the spoiler tag, and there is a lot of repetition.Time for the yearly thread of "what makes a rpg a rpg"?
This is wrong. The game labels itself a Strategy game, not a Real Time Strategy game. And it is obvious a 4x Strategy game (it's not even real time, it is a turn game).
Now, what I usually see people doing when saying what a gaming genre is (in particular RPGs), is that they make the mistake of taking elements from genres and start spreading them around. A genre (and this goes for everything, from literature, music, cinema, painting, sculpture, architecture, games, etc), is defined by the full "package" that wraps the final product. Not by individual elements.
It is possible to have individual elements from one genre (or more) in a product, and then the final product is not of that same genre. For example, why is a song considered Hard Rock instead of Heavy Metal even if they use many of the same instruments? Why isn't a Horror movie a Comedy, even if there is a character in that movie that cracks a few jokes? Why isn't a Fauvist painting, Expressionism instead? And the examples can go on and on.
Since I wrote so many times what makes a RPG a RPG in the past, I will just do what I usually do these days and copy most of the stuff I already said...
Disclaimer: Do not open this spoiler tag unless you have a lot of time and patience to read the wall of text contained in "Quote blocks". You've been warned.
It's kinda like that. But what the character sheet defines is not what the player can and can't do, but what the character can and can't do (which in a different way defines what the player can or can't do).I did read through that wall of text in the spoiler tag, and there is a lot of repetition.
But to summarize it, it seems to say „RPG is: playing a game through a character sheet, and that character sheet defines what the player can and can't do.“
I think.
It's kinda like that. But what the character sheet defines is not what the player can and can't do, but what the character can and can't do (which in a different way defines what the player can or can't do).
It is important to distinguish between player and character, specially in a RPG. Because while the player can "tell" the character what to do, the character has to do it themselves (using whatever they have in their "character sheet") and that is what will define if they fail or succeed.
aRPG's are real time RPG games. Any real time RPG is an action RPG.How do you define aRPGs then? I'm curious.
I know you wrote about it before, but I can't read through all those posts now.
aRPG's are real time RPG games. Any real time RPG is an action RPG.
Any aRPG still relies on the character's skills, abilities and so on. The player usually only chooses where the character goes, the target of that character's attacks and which special powers/items to use (so the player only tells the character what to do). Then it is up to that character to see if it hits, gets hit, what damage is dealt, what damage receives, and so on.
For example, in the Diablo aRPG series, Dexterity determines how easy it is to hit and avoid being hit. So if your character has a lot of Dexterity, it will hit more times than if the character has a low Dexterity value, it will also be able to dodge enemy attacks more too. Doesn't really matter if the player is an expert in playing the game or a noob, having 200 Dexterity will still have the same effect on the character.
Never played Dark Souls games and have no idea how they play either. I also only played a bit of the Witcher 2 years ago, so I don't remember very well how those games work in relation to character attributes.What about games like Dark Souls or The Witcher 2/3 which (especially in the case of the former) rely a lot on the character build, their equipment and overall statistics, but in the end are largely dependent on the player skill (going even as far as making the no level up run viable)?
It is totally possible for a RPG to not have stats or character sheets. As long as the character still uses it's capabilities to do the job and not rely on player skill. For example, I could make a RPG system where instead of Attributes I would assign characters "labels". Instead of having a character that is strong having a high Strength skill (since there are no attributes), I would have a character have the Strong "label", since he has that, he can smash open doors that characters that are weaker can't, can lift heavy weights others can't, can intimidate NPCs by flexing his muscles, etc.What do you make of rpg without stats or character sheets?
Never played Dark Souls games and have no idea how they play either. I also only played a bit of the Witcher 2 years ago, so I don't remember very well how those games work in relation to character attributes.
But if character skill is as important as player skill, then they are hybrid games. Like Fallout 3 and Fallout New Vegas are RPG and Shooter or like Warlords Battlecry and Spellforce games are RPG and RTS.
These are games that are made where both genres are equally prominent. Where if you remove the mechanics of one genre, the game can still be played as the other genre. Like how you can remove the real time aiming and shooting from Fallout 3 and Fallout New Vegas, and the game is still played as a RPG and vice versa, the same for the RPG and RTS game series I mentioned.
Now, if those games rely more on player skill than character skill, then they are Action with RPG elements, because the RPG elements are not strong enough to make the games play, look and feel like a RPG. Same goes for if those games rely more on character skill instead of player skill, then they are a aRPG.
By what I remember from the Witcher 2. The RPG in it seems to be more superficial than the "Action game". But my memory really sucks, so I can't rely on it for something like this.
Answering OP question here from p.o.v.
Nothing, and everything.
I never find any single feature in a game that defines a role-playing game; either all, or none are role-playing games.
In other words, I think all the games are RPGs.
It is totally possible for a RPG to not have stats or character sheets. As long as the character still uses it's capabilities to do the job and not rely on player skill. For example, I could make a RPG system where instead of Attributes I would assign characters "labels". Instead of having a character that is strong having a high Strength skill (since there are no attributes), I would have a character have the Strong "label", since he has that, he can smash open doors that characters that are weaker can't, can lift heavy weights others can't, can intimidate NPCs by flexing his muscles, etc.