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| Making Numbers Go Up Quote:
********************The second, and probably last, of Alex Kierkegaard's essays that I have posted here to discuss. Alex essentially hates JRPGs, for several perfectly valid reasons that can be found in his full essay. For now though, I would like to look at the terminology of the role playing game and it's impact on the industry. Alex Kierkegaard is infamous in videogame journalism circles for his radical ideas and, almost as significantly, for his scathing tone, and his unceasing proclamation of his own genius in the face of what he considers rampant and all pervading idiocy in the industry as a whole. It certainly puts a lot of readers off, especially when they feel they have some sort of professional or personal stake in the industry he attacks. Regardless, if you can get past this he has important and interesting points to make. His website can be found here, and the list of his essays on videogame culture here. ********************The first part of his essay emphasizes the origins of the RPG (the pen and paper variety), and that number crunching was never it's focus: Quote:
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********************But let's focus on the terminology for a moment (maybe we'll look at what else he has to say later in the thread, or in a new thread altogether): Now, the range of genres we have in video games are unhelpful at best, and a confusing and convoluted mess the rest of the time. The idea that an RPG is anything that has stats and level ups is considered an RPG, when in reality there is far more similar between Final Fantasy and a game like Zelda then there ever is between Final Fantasy and Fallout, but not only do we connect the two with the term RPG (JRPG, WRPG, SRPG, and so on as if they each had anything at all in common), we separate two game that are in essentially the same genre. Genre is supposed to categorize works of a similar nature, for the convenience of those with an interest in the medium (whether it be for the purpose of criticism, discussion, analysis, or consumer friendliness); pandering to this rubbish is the opposite of genre. It is anti-genre. It gets worse when it leaks onto other genres, and we start calling games [genre]-RPGs, because they have levels and stats. In what way is Castlevania role playing, for example, yet it is almost always described as and adventure-RPG by it's fans. Why is Crisis Core an RPG and Devil May Cry an action game, because the differences between the two aren't all that great (other then DMC beings a good game). Is it because the former was made by Square Enix and the later, not? Or is it because the stats are visible in one game and not the other? In short, role playing is not stats. Discuss. |

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| Re: Making Numbers Go Up *clap* *clap* *clap* I can't do anything else but to agree, after playing pen & paper RPG, and noticing how insanely different it was from the RPG genre in video games, it feels like the RPG label is absolutely wrong, but it can't be helped, it's already stapled, and even if most gamers and developers in the world were to agree that RPG is incorrect, it would still remain being used for the same, a title to "number raising" games, and nothing more. For something different to say, real RPGs are quite possible as a video game, Vampire the Masquerade: Bloodlines does a good job on it, you select your type of character wich gives you access to different skills (not necesarily combat based), and you can go through the game any way you want, persuading other characters, intimidating them, killing them, or whatever, and different choices are "unlocked" depending on how you play, giving access to different endings. The game is still slightly linear, but does an excellent job in tricking you to believe it's heavily open. Actually, it's very similar to the real pen & paper version of it, except you go through a set storyline instead of there being a storyteller improvising it.
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| Re: Making Numbers Go Up Nor is it when you're given a collection of forced choices that are either "HEY LET'S BE GOOD" or "HEY LET'S BE EVIL" at pivotal plot points with no attempt at subtlety while the majority of the game is railroaded, nor is it when you're given the illusion of choice by playing a sandbox game with plenty of poorly-programmed, buggy optional content while none of your choices aside from "OOPS I KILLED THIS GUY MY BAD" have any affect on plot progression (And even then, in the case of Bethesda sandbox "RPGs," killing random NPCs usually only hinders your ability to do certain sidequests; again, sure, you're given alot to choose from, but whatever you choose is going to be railroaded in the end). Sure, Final Fantasy isn't an RPG, but neither are Fable, Mass Effect (Which I'm a big fan of, by the way), Fallout 3, and the vast majority of so-called "WRPGs." There really aren't any modern "RPGs," J or W, that provide a complete role-playing experience. Maybe some older games like Fallout 1 and 2 or some of the classic BioWare games offered that experience, but that was then and this is now. And even then, the RP experiences in those games paled in comparison to actual role-playing. Until "true" A.I. is implemented in video games, a full role-playing experience comparable to what larpers do on a daily basis will be impossible. Quote:
On a side note, it sounds as if the guy who wrote that article hasn't played a Final Fantasy game since the 90s. Final Fantasy X, XII and XIII are all very different games from eachother and their predecessors in terms of gameplay style (And even then, just because a game is command-based doesn't mean it's "the same" or signifies a "lack in evolution;" FFVIII, FFVII and FFIV all had very different feels when placed side-by-side). The whole thing reads like he doesn't have a clue about the very thing he hates, which sorta makes the opinion expressed invalid.
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| Re: Making Numbers Go Up First, Critical Distance yesterday published their weekly list of the best videogame articles around the web, and, fittingly, I was linked to The Escapists exploration of the differences of WJPRG characters and JRPG character, which, in the process of making some valid comparisons between Japanese and American culture, proceeds to completely miss the point. This is important, because it outlines how labelling both genres as RPGs is confusing and leads to misunderstandings such as this one. The sad thing is that the author actually describes in what way JRPGs are not to be considered role playing, but fails to recognise the point he is making and continues to treat them as if they are. Quote:
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(Though, I haven't played Vampire the Masquerade, as Khao recommended; I'm sure there are other games that come as close as Deux Ex that have simply been overlooked) On the subject of larpers, seeing as you brought it up: Quote:
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To the audience of the games (or music, or movie, or literature) they need only be used as a convenience of language (if we didn't use the names of genres, we would only say things like "games in which you shoot things in the first person" instead of FPS (though, for the record, FPS is also a stupid-as-**** genre name)) or a means of categorization. So the best course of actions is simply to be flexible with genre, to understand and allow for the creations of new genres, and so on. Not to judge games as if genre was absolute (it might be a bad FPS when compared to its FPS peers, but a good game for other reasons). But for genre to satisfy even this basic, basic purpose of convenience, the labels themselves have to make sense. One last thing I forgot to add to the opening post: Quote:
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| Re: Making Numbers Go Up Quote:
I have not played a modern WRPG that offered a true role-playing experience. Fable, Mass Effect, Fallout 3, Oblivion, what have you only offer minimal choices with little actual living out the character. And, on a side-note, I highly doubt the goal of JRPG developers (Such as the folks behind Final Fantasy) is to provide the ideal RP experience in the first place. Final Fantasy and Dragon Quest have their intended audiences (Which are quite large), and most of the games in those two franchises generally receive widespread critical acclaim upon launch while being fondly talked of for years after. That is because, despite them not being true RPGs, they're still well-made games on an objective level that provide highly enjoyable experiences to those who are interested in them. Quote:
Role-playing is just that: playing out a role, acting as a character. A role-playing game is when you're doing that but in pursuit of particular objectives. Because of that, larping isn't some lesser form of RPG; in fact, larping is probably the purest form of the RPG, if we're going strictly by definition (And I assume we are, because you're stressing terminology), because people are actually acting out their characters in their epic quest.
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| Re: Making Numbers Go Up His definition of role playing is perfect. Action games rely on a players reflexes, strategy/puzzle games rely on a players intelligence; role playing relies on those, and other, traits of the character, not yourself. Your decisions effect your character, and your character effects your success. That's why in pen and paper RPGs you have skills like language, lore, lockpicking, whatever; you don't actually know these skills, but your decisions mean that your character does, and that in turn will have an effect on how you handle situations in the game. Hence, you are taking up a role. A 50% chance for one person is a 50% chance for another, assuming they played the same role. Otherwise literally everything is role playing. If Half Life you "act" as Gordon Freeman, hence, roleplaying? No, of course not. If we're going to resolve the mess of genres we deal with at the moment, we have to have sensible definitions, and this is one that resolves that issues well, because now you can't recommend to someone Final Fantasy who enjoyed Mass Effect, because they are not both RPGs. Now I've never larped, but though you get the advantage of actually moving as your character does (and, other then perhaps dressing up, this is the only advantage it seems to offer, and in pen and paper RPGs you are in theory doing just as much acting), how fast your can run, how quickly you can react or how well you can see is down to your own abilities, not that of your character. Hence- Quote:
JRPG battles are on their own strategy games, because it is down to your intelligence whether or not you succeed. Now RPGs can contain strategy elements, as much as they can contain puzzle elements are action elements, but without the dynamic characters as described above, and dynamic stories, you cannot describe it as role playing. As Alex said, "Dragon Quest and Final Fantasy had much to recommend them", but they are not RPGs. They are adventure-strategy (though, honestly, the strategy element is awful most of the time). For the record though, I disagree that Fallout and Mass Effect are not far better RPGs then FF. I don't want to argue specifics, and get into a never ending quote war of needless technicalities and overly specific examples for each title, but as far as I am concerned they meet the specification above and I would probably describe them as adventure-RPGs. |

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| Re: Making Numbers Go Up Quote:
Role-playing is when you step in to the shoes of a character; a role-playing game is when you step in to the shoes of a character and affect a fictional world through your actions in pursuit of an objective. A game can have skills such as language, lockpicking, or whatever but that doesn't mean it will be a role-playing game (Because, in the end, those are just stats). Role-playing is determined by how your actions affect the game world, and as it stands, most WRPGs don't allow you to have a profound effect on the game world (Unless it was planned out beforehand by the writers, and in that case, it wasn't your actions that affected the world, but the writers'). Quote:
A plot that is as railroaded as Half-Life's couldn't possibly be considered an RPG plot. Half-Life is an FPS featuring a silent protagonist whose adventure is experienced, not molded. Quote:
As far as I'm concerned, Final Fantasy is a Tactical Adventure Game, Mass Effect is a Third-Person Shooter and Half-Life is an FPS. As for true video RPGs, there really aren't many of them. Quote:
Live-Action Role-Playing is an umbrella term that encompasses a variety of different playstyles. It isn't just combat-focused (Although some larpers may very well focus solely on combat and base their rules around that); often, it's merely used for the sake of immersion. A good way to put it is that a guy who is wearing a t-shirt and jeans that is sitting at a table rolling dice with friends is role-playing, but a guy who is wearing a wizarding robe while speaking in some sort of medieval fantasy voice that is sitting at a table rolling dice with friends and then getting up and acting out combat whenever it takes place is REALLY role-playing. Quote:
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| Re: Making Numbers Go Up The meaning behind words changes from decade to decade. I've never played D&D or any other table-top RPG. When I think RPG, I am always going to think of Final Fantasy and Dragon Quest, and maybe the Elder Scroll series as well. I really do wanna try some more traditional RPG's to get a taste for how different they are from JRPG's.
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| Re: Making Numbers Go Up The only definition you have provided is this: Quote:
It is your definition that is open to abuse, and it is Alex's that considers the history of the term and places it sensibly into the context of videogame genre. The only thing you have done is link to a dictionary.com page, as if that was helpful, the definition on which would mean every game on earth is an RPG, and then added clauses to that definition such as "non-linear" to dismiss games that obviously are not RPGs when I've brought them up. In your original definition, Half Life was without a doubt an RPG, and so was Grand theft Auto, Super Mario, and Puzzle Bobble. So you're making a very confused an inconsistent statement here. I'm also really not sure why you don't consider Fallout 3 an RPG, according to your "definition". Is it because it has an ending? Because even pen and paper RPGs have a goal. How you get to that ending in Fallout is completely up to you. Your actions always have an effect on the story- usually small contained effects yes, but even they contribute to the development of your character which has a long term effect. Mass Effect too; yeah, the Good/Evil thing might be role-playing-for-nine-year-olds, but it's still role playing, even according to your definition. No, they're not the same as pen and paper RPGs, we can both agree on that, but they're closer then you give them credit for. I never said Final Fantasy was a bad game, I said it's strategy element was ****. And it is. Even if your usual tactic of attack-attack-potion-attack temporarily does not work, you can just run back a few paces, fight some green slimes (or usually a lot of green slimes), and then it will. Sometimes the fundamentals are there, like in X, but even there you only ended up using five different attacks, and not in any tactical order other then heal{when: health = <20%}. Even fans agree that the battles systems of JRPGs are not "the point", and pale in comparison to games such as Fire Emblem, or Valkyria Chronicles, or KotOR, or DotA, or whatever. I'm a fan of Final Fantasy and think the battle system is arbitrary and unbalanced, and doesn't offer any opportunity for strategic thinking. |

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| Re: Making Numbers Go Up Quote:
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His definition is more or less made up and doesn't reflect the core of what an RPG is; it more or less places an emphasis on "having a large amount of choice" when that isn't necessarily what role-playing is about. Quote:
In DnD, you adopt the role of an imaginary character. In Super Mario, you merely control how he moves. Quote:
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Your options are "continue the main plot" or "don't continue the main plot." That is not "completely up to you." Quote:
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A true role-playing experience would involve subtle actions/decisions on the player's part that aren't wholly obvious on the player's part but have results that manifest themselves in the game's plot as it progresses. If RPG developers truly wish to create RPGs, then they must abandon dialogue wheels/whatever where you're given a set amount of choices, with those being the only input you have on the game's plot. Choices should be far more subtle; as in, if you shoot up a bathroom early on in the game, you'll see a disgruntled janitor mumbling about having to clean up the mess later on, or if you accidentally kill this scientist guy while defending yourself from ninjas (Or something), later on in the game, you can't save your best friend because you don't have the antidote (Which would have been developed by the scientist you accidentally shot) to his hyper-AIDs or something. Video game developers think gamers are retarded, and that's why they keep on making your "choices" painfully obvious; they stick out like a sore thumb, when they really shouldn't. Quote:
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| Re: Making Numbers Go Up How do you define "living"? Is "living" different to plain old "living"? I'm not misunderstanding the definition, I'm intentionally interpreting it badly to demonstrate how flawed it is. You can't hijack the plot in Half Life because of all these damn knee high walls that get in your way; in RPGs you can't hijack the plot outside of what the gamemaster allows anyway, so can Half Life be an RPG now? Again you're working with vague definitions, and scales. So what if there weren't two moral dimensions in Mass Effect, but 5, or 19? Would it be an RPG then? Is labelling something an RPG down purely to how "subtle" it is? How do you measure subtly, and how subtle does a game have to be to be an RPG? (When it gets 1000 sbtl pnts does it lvlup to RPG, lololololololololol no) Alex hasn't "made up" any definition, he has simply clarified a definition, and explained how it works in the context of game genres. Of course, his definition was never about having large amounts of choice (perhaps you need to re-read some of my posts), but for all I can see that's exactly what yours is about; Quote:
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| Re: Making Numbers Go Up Whoa, Whoa, Whoa wait on a second here. Final Fantasy 12 doesnt have any tactics??? are you kidding me? You have to set up all of your gambits in the right way constantly to adjust to the given enemies (in reality mostly only bosses) in the varying environments. Especially in the later optional bosses which have... i think 99 million life or something. That is pure tactics, even if it isnt on demand constant tactics changing of final fantasty 13.
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| Re: Making Numbers Go Up Quote:
For example, there's a point of the game where you have to infiltrate a private family party, a good way is to try to persuade a family member out of the party to give you his invitation, there are various ways to do so, from passing off as a pitiful person who lost his invitation, to make his wife fight with him. With a low humanity, your choices are mostly limited to "give me a ****ing invitation or I kill you and everyone else in here."
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| Re: Making Numbers Go Up Quote:
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That's what I'm getting at; choices shouldn't be handed to you on a silver platter, because that isn't role-playing. Role-playing is coming up with new ways to change the direction of the plot; video RPGs can't possibly do that, so they can't possibly be considered "true" RPGs. Older WRPGs were able to fake a feeling of player improvisation by providing a wide variety of subtle choices, but as the genre has moved more and more in to a direction focusing on combat and pretty visuals, that element has been lost. Furthermore, true RPGs won't be possible until, again, true A.I. is implemented in video games, allowing games to adapt to the player. Quote:
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| Re: Making Numbers Go Up Oh, so it's all about "becoming", now, also in italics? What does that even mean? "Representation of your mind"? Do you have any idea what you're talking about? You clearly don't have a point for me to miss, and you're certainly not clarifying anything, for you or for anyone reading. I'm only "assuming" exactly what you have told me. I've lost interest in your tenuous grasp on semantics. |

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| Re: Making Numbers Go Up On the subject of your game ideas, by the way ibLeo; though each were great ideas, for sure, they're flawed. Sure, when it is as (literally) two dimensional as Good/Evil, you can make measure to prevent a player switching between the two, though most games already have this in that they only reward you if your Good/Evil rating is high, so once you start getting points in one area you are compelled to continue. This is reinforced in Mass Effect were Renegade points open Renegade choices that give more Renegade points. Once you start you've got no reason not to continue on that path, and often it is the only path open to you. I actually feel this is anti-role-playing. The computer is having as much as say in your decisions as you are. Moreover, the computer could never allow for all character types; the computer might punish you for what it sees as acting out of character, though in your mind your character is just more nuanced then the computer had allowed for. In the end, the most important decision is your decision to role play to begin with, and if you're not capable of stepping into a role without the computer pushing you into it, maybe you should be playing another game. In fact, what you suggested seem more suited to a JRPG game where the characters are pre-assigned; it would be your job to interpret the characters you are given based on what you know of them (it's not as if JRPG characters aren't typically very nuanced anyway, so this shouldn't be overly difficult). Your knowledge of your character (eg. pairing a character with his friend in battle, ect) is rewarded with stat bonuses. I also think it's a nice way to tie story and gameplay together, two aspects usually kept miles apart in this genre. Nice ideas, though. You seem to be full of them ![]() |

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| Re: Making Numbers Go Up Okay, just to clarify, why can't you beat you wife to death with a spade and jump on the next broad that comes you way in Fable? Is it because no woman will go near you because you still have her blood on your forehead, or is it because you have two weeks of compulsory erectile dysfunction whilst you sit down and think about what you've done? The world responding to your character's actions is a sign of a good RPG, but I still think if the computer is giving you a penalty for killing someone you've battled with a lot because it has interpreted you as friends with him, when in reality you were just hanging around with him to gain his trust so he can tell you the location of a top secret weapon you would like and in reality you hate his guts because he has a ginger beard and your abusive mother was a redhead and you've basically been waiting for an opportunity to box in his head since you've met him... is pretty much counter to the RPG experience. On the other hand, it might actually be rewarding when the computer gets it right, and you can see that your character decision has some tangible weight in the story, and exists outside of your own mind, and that could be quite a satisfying feeling. So maybe one day there will be a computer that can accurately work out 98% of character models, but until then... |

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| Re: Making Numbers Go Up Like all words in the English language, definitions change over time. Today, (and for the past 20 years or so) RPGs are widely seen as games where you get experience and level up. Thus, that has become a correct definition of what an RPG is. Like it or not.
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| Re: Making Numbers Go Up Quote:
I clearly explained what I meant by "becoming" the character (Notice the paragraphs about improvisation and good vs. bad gamemasters?), but it's pointless to further elaborate, as you've seemingly made up your mind that this journalist is the be-all end-all of what defines the RPG. Quote:
Don't get me wrong; I don't agree with it at all, and I'd rather the word be returned to its original meaning. However, if you don't want to make up a new definition out of nowhere (And instead expand upon an already existing definition), you'll either have to side with the modern definition (RPGs are about character growth/leveling) or the classic definition (The definition that I'm in favor of).
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| Re: Making Numbers Go Up Basically, D&D is a role playing game where you get experience and level up. Since it was the epitome of what people saw as an RPG people started equating RPG to be "D&D like", in other words, any game that played like D&D was labeled an RPG. Meaning any game that had a campaign and let the player gain experience and level up. It's really a prime example of what has happened to countless words in our language. If we went back to the original meanings of all words in our language, the confusion would be astounding. There are always people who want to hold on to the original meanings, but they are always left behind. I see no reason to change the label of "D&D like games" from RPG.
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