How the hell am I even supposed to know that? What is it among the "one's own preference for how one should play" you just said that would translates so specifically into "how a person, who likes RPGs, in the context of the Fallout series and similar, thinks how an RPG should work, according to them"? Maybe next time you should have been more specific, then, because I think even the most fluent English speaker would mistake "one's own preference for how one should play" as "Mario is an RPG because you are role-playing Mario" or, to make it easier, "Fallout 4 is an RPG because you are role-playing the Sole Survivor".
Yes, and it's completely valid to judge the RPGness of a game (in this case, Fallout 4) based on what is there to say and know about the genre as a whole, i.e comparing it to other RPGs.
I'm merely trying to point out that it isn't exactly right to just outright dismissing the purpose of perks and skills being one and the same, and to do that I brought another game as an example to reinforce the fact that perks =/= skills.
Are you really this serious in trying to prove how everything is subjective? Geez, man.
No, it's a general consensus on an explanations and definitions of how things work. Here, you're basically trying to pass off the idea that a skills = perks. Except, that's not how it works. I'm bringing up the proper explanation and definition of how it works, but instead you dismissed it as
my interpretation, but it's not. Because if we're to go by the way you see things, then 1 + 1 =/= 2 in scientific math, because (according to you) 1 + 1 = 2 is just
my/
someone's interpretation.
Yes, but still you haven't properly addressed the other arguments that perk system of Fallout 4 objectively
doesn't work in an
RPG. Should I repeat the points, one by one?
See, you're getting a hang of it. By the very same definition, like the explanations I gave, just about anyone would be able to handle a gun, doesn't matter if they have 10 points or 100 in Guns skills. BUT! Not everybody could have the endeavor to perform a shotgun shot that ignore xx damage threshold (and in an RPG, nobody should).
So, objectively, perks =/= skills.
That, right there, what you're already saying is why perks =/= skills. Effectiveness of different system, like manipulating damage threshold, an damage buffs (or nerfs) against specific target, and even completely eliminating a factor from affecting what you're doing, that by itself is unique and in no way mere skills would be able to do. Skills by itself is an entirely its own system, and by itself is designed to take care of the boring work of increasing numbers and stuff like that. Again, this has been clearly explained by MisterCaption.
Except.... it can't. Well, maybe, it can be. But it's proven extremely difficult, might as well make a new game from scratch, as discussed in
this thread.
False, because the game also acknowledge the skills by only allowing you to have ~95% chance to hit when you have pretty high amount of weapon skills (like 75-100 amount of skill), and the game also acknowledge when you have perks such as Silent Running by not breaking your sneaking attempt while running.
Hell, we also haven't even bring the STR requirement when breaking locks with a crowbar, or having enough PER to notice a trap.
And I don't understand WHY are you insisting that the player = character in RPGs. What you're saying basically means I, a prospective biochemist, can't in any way or capacity, create a character with absolutely NO knowledge in biochemistry at all, or because I created a dumb character, that means I am a dumb player.
What the fuck, man.
No. You were saying that "my character is always a projection of me in an escape of reality, while your character is a whole other person which you create."
Both might work in an RPG, except Fallout 4 doesn't work as an RPG and, frankly, now that I think about it how the fuck would you properly "create a projection of yourself in an escape of reality" in Fallout 4? Unless you can actually perform all of the perks of Fallout 4, I don't see how one would ever be able to "create a projection of themselves in an escape of reality". For example, since I don't know what you are capable of and what you are not, I'm a prospective biochemistry. I studied and know quite a lot about enzyme, and its activity. On the other hand, my physical chemistry sucked, especially since I also sucked in Physics 101. If I'm to "create a projection of me" in Fallout 4 based on those strength and weakness, then I should be only able to increase my knowledge in biochemistry (by taking the relevant perks) and apply those knowledge, and should never be able to increase my knowledge in physical chemistry (not being able to take the relevant perks) nor even be able to apply it. However, the way Fallout 4 perks system works, after taking a level of Biochemistry perk, I can't take it again immediately the next level up, so I would be forced to take a level of Physical Chemistry, and you actually can! It's.... it's just messed up. Let it go, man. This type of thing worked in Borderlands, but not (and never will) in Fallout.
Yeah, but, again, the player =/= the character in RPGs. Or rather, the characters doesn't always necessarily mean to depict the player.
Except, by Fallout 3 its system is already fundamentally different to that of Fallout 1&2.
And you still haven't even address the topic of system and game design.
There are many subgenre/types of RPGs, like cRPGs, JRPGs, ARPGs, TRPGs, Blobbers, Dungeon Crawlers etc etc, but objectively most, if not ALL, of them had one common thing = character's stats and skills are the only thing that matter and the only thing that solely drive the gameplay. ARPGs are probably the only type of RPGs to kind of limit character's skills and allow a deliberate amount of player's skills to affect the gameplay (and Obsidian correctly list Fallout: New Vegas as an
Action-RPG on Steam
).
You're not wrong. It's okay to make exception, some times. There are beauty in all things, and wisdom in everything. But, in the end, I can't help but feel like this is probably the stupidest mindset ever plaguing the whole world. As living beings, we ought to strive for betterment of ourselves and to look forward for better days. When we start accepting mediocre, or hell even worse, quality out of something but STILL had to pay the same amount of price (or even increasing ones) to enjoy and experience it, you know something is wrong.
I guess this mindset stemmed from the fact that, for you, criticisms = hate. It's okay, you can cure it. Once upon a time, I had that mindset. I would twitch my eyes and internally screams in frustration every time someone criticize what I love. Nowadays, I only do that when I see someone would spew shit like how Fallout 1 doesn't cut it for them as an 'RPG', without even trying to properly argue from the aspect of fundamental designs.
That's absolutely dumb. That's like saying a fucking FPS/Shooter game is a fucking platformer just because.
There ought to be a line which draws and distinct one genre from the other, and how a game would actually fall in what genre is based on their, again, fundamental designs.
A game fundamentally designed as a shooter with levels designed akin to that of a platformer doesn't mean the game is now also a platformer.
See my explanation above. The thing about RPGs is, you had a vast amount of freedom to create any characters you want, even some character like yourself! But back to the initial argument, unfortunately Fallout 4 with all of its fundamental designs (like the perk system) just can't and won't properly work as an RPG, since you can't at all create a character with its own strength and weaknesses, because the balance was messed up in a way that, eventually, ALL of the characters you made would be one and the same.
Again, no one here is saying that kind of shit. If anything, your interpretation is extremely flawed because to you, players = characters. Like I said, in any RPGs ever, a character created doesn't necessarily means it resembles or, in any way, depict or even project the player. The more proper wording would be that the player was placed in the world through the character, and the player NOT ONLY experience the strengths of that character but ALSO the weaknesses imposed upon said character.
Your reading comprehension, mate. Are you having a bad day? Had you enough rests?
Nope. It means what it means. Here's the thing: we had no problem with how you're seeing things. We're arguing that, with all the fundamental designs upon which Fallout 4 was founded, it doesn't work as an RPG, and we had gave you the list of why(s). However, you're trying so HARD to dismiss all the arguments based on the premise that someone might not have played the previous entry. That's not our problem. We don't invalidate the fact they had fun, but we invalidate the fact they saw Fallout 4 as an RPG.
Is there something wrong with that? Or are you just spewing, "Waaaah, waaaah, you're wrong! WRONG!"?
Bullshit. Show me then where I only TL;DRing my arguments down to, "I'm right, and you're wrong."
I gave you all of the arguments rooted in game designs, but all you can provide to me as counter-arguments are, "But they couldn't have known about that! This and that are this way and that way because that's just how I see it!"
But am I
NOT doing that? Am I not non-bashful enough, here? Where the fuck am I name-calling or TL;DRing my arguments down to, "Fallout 4 is shit"?
There's no success achieved in designing a shooter, but calling it an 'RPG'.
Ftfy.
Well, your initial assumption of what I was saying missed the mark, but going by this without fixing it, you STILL haven't addressed my point about game designs. All you can spout out was how this is subjective and that is subjective, barely touch the topic of what is discussed.
Tell that to yourself, mate.
Umm.............. when did I ever throw that tag on you?
Did you even take a look at all that you've said?
Again, tell that to yourself.
Where did I ever state that, "I HATE FALLOUT 4'S PERK SYSTEM!!!!!!!"?
I even fucking stated that the system worked for a shooter. If you could easily infer from me saying how Fallout 4's perk system doesn't work in any RPGs ever = I hate the system, then you SHOULD'VE been able to infer from me saying how it worked in shooters = I love the system, and you know how fucking ridiculous it sounds, right?
You should've done that from the moment I brought out 'game designs', instead of trying to pass off me and MisterCaption's dissection of Fallout 4 based on its' designs as mere 'subjective opinion'.