Gwendo said:In a RPG, you role-play (duh). It's more realistic/immersive to use your skills to fight (swing your sword with the mouse, for example), than using some dices to tell you if you hit or not.
And usually it's people like you who think that most games are role-playing because you play a role (duh): from Quake to Super MarioGwendo said:In a RPG, you role-play (duh).
That's what FPSs (and Oblivion with the exciting FPS combat) are for.It's more realistic/immersive to use your skills to fight (swing your sword with the mouse, for example), than using some dices to tell you if you hit or not.
Role-Player said:Neverwhere said:I can only imagine how some people here would have gone nuts had they been here when dialogue options were first included in CRPGs. After all, the outcome of the dialogue depends on the player, not on stats and skills...
No. The player chooses between the dialogue options presented to him, but the character's stats or skills are what determine (or should determine) what the player can choose from. Examples would be Fallout and Torment.
Vault Dweller said:And usually it's people like you who think that most games are role-playing because you play a role (duh): from Quake to Super MarioGwendo said:In a RPG, you role-play (duh).
That's what FPSs (and Oblivion with the exciting FPS combat) are for.It's more realistic/immersive to use your skills to fight (swing your sword with the mouse, for example), than using some dices to tell you if you hit or not.
merry andrew said:Fine.Seven said:I'd bring up taking something out of context again, but you being you, you'd probably just come up with something triumphantly whitty again. On a side note, I really would like to know how we went to discussing skill/stat based combat to discussing view point of the camera; furthermore, I'd love to know why you quoted a statement of mine related to stat/skill based combat to discuss camera angle. I suppuse I'm just not as smart as you otherwise I could come up with something outlandishly stupid to hide my faults.
Let's examine (bear with me here, I'm pretty sneaky):
Here's how I responded:Seven said:My problem with your point of view and the direction that Beth is taking (vis-a-vis combat) is that it creates no difference between a RPG and a FPS with a great story. Arguably from your point of view an FPS would be more of an RPG than an RPG because it puts you in total control, right?The above text includes seven or so (apparently incoherent?) statements. About one and one fourth of them are either off or slightly off comments (I have highlighted them in boldface). The other statements are direct responses to your question, which I provided soley for clarification, in the hopes that you would understand me. I realize that I mentioned viewpoint, but I don't see how it destroys my entire response and totally strips it of value.merry andrew said:I know, I just figured that out. This is a 'hardcore' RPG site and people come here to either accept or reject games based on whether or not they live up to their rigid definition of an RPG. Blending genres doesn't bother me, obviously. I guess I was arguing for understanding more than anything else, but now I get it that some people just plain don't want to see genres mixed.
So no, I don't think an FPS is more of an RPG than a game with a different viewpoint. I also don't think a 3rd person-isometric viewpoint is "more RPG" than a first person one; yes, I know that most RPGs have been made with that kind of viewpoint. And about total control for an RPG... I'm not sure how that would work exactly, considering that you're playing a character who lives in a world separate from yourself, and thus has different abilities and restrictions than yourself.
Remember the intital Fallout 3 discussions of how viewpoint matters in an RPG, and how having a first-person perspective can pose problems when trying to implement a skill check-only gameplay system (especially when it comes to interactivity)? Well being the retard that I am, I just say: So modify the system to include both reflexes and skill checks. I'm an idiot that's truly sorry for ruining everything.
Anyway, here's how you replied:
So clearly I derailed the entire discussion by misleading you. You were so blindsided that you couldn't even respond to anything else that I wrote. I sincerely apologize. Next time I will do my best to not make any off comments in an effort to not corrupt the conversation.Seven said:What the hell are you bringing up view point for?!?!?! We were discussing reflex based reactions vs skill/attribute checks in combat. Did it slip your mind, or perhaps you'd like to shift the discussion to the view point that Beth is using? There are easier ways to shift topic discussion than taking a point and then inverting it into something else.
If you're curious at all, my perspective comment was intended to be an analogy (which I'm obviously horrible at). Just as RPGs may not have been envisioned to include reflex-based gameplay, they also may not have been envisioned to be played from a first-person perspective. In other words, as I've stated more than once in this thread: mixing genres does not bother me. I call a FPS (with story & character advancement & dialogue options & inventory management) an RPG. I wouldn't mind calling it a Simulation either, but I don't really feel like getting some wrath from the hardcore sim gamers too.
Neverwhere said:Same in a mini-game if the game is made stats- or skill-dependent. Even in Fallout or PS:T, whether you actually reached dialogue options which were stats- or skill-dependent often depended on player choices earlier in the dialogue tree.
Role-Player said:In a computer roleplaying game, you're meant to play a character who can operate independantly of the player skills. The only thing it requires from you is motivation and guidance; you're meant to be playing it after all, so you need some measure of control, otherwise its simply not about playing a character, its watching a character be played (much like what you get in console 'role-playing' games).
Neverwhere said:Well, this is how your favourite CRPGs seem to work. I agree that FO and PS:T were great games, but nevertheless they are not the only form of RPG I can think of.
My point thus is quite simple indeed. FO and PS:T do not define the CRPG genre.
In classic RPGs (early Ultima, Gold Box series, etc), you simply did not provide any motivation - the story was a give, there was no "player choice". Basically, you decided which area to visit, and you assumed control of your characters in combar. Were they RPGs? Yes. Would I enjoy playing them again now? I don't know.
Player empowerment can take various forms: this is obvious when you see how control over combat on the one hand and dialogue on the other varies between games.
I do not see why player empowerment in the form of a limited control over skill checks changes that. As long as stats still have an influence on the mini-game.
Role-Player said:Note that I didn't disagree with both player and character skill being at work for the purpose of minigames; just how it may be implemented.
So difficult in fact that no one else in this thread has been able to respond directly to anything of relevance that I have posted in this threadSeven said:You realize with you it's hard to distinguish the anal retentiveness from an actual point, so I'll just assume that you're entire post was an endeavor of internet felatio.
I just wrote a detailed post about how I mentioned viewpost as an off comment, and then restated my relevant responses, and this is how you reply? After this I probably won't respond to you in this thread again unless you decide to talk about the topic again instead of how much I confuse you.Just FYI, you do realize when I was taking about you and Beth's point of view I was referring to your opinions and not camera angle, right? Jeez this is almost like having a conversation with Volourn except with out the lies, myths,rumors and innuendos.
Of course. I just wanted some cheesebread, and didn't know that I was required to call it just cheese even though it's cheesebread. On second thought, my analogy was horrible because I didn't use french toast as an example, as I would much rather purchase some french toast than some cheesebread.Saint_Proverbius said:If you're buying bread because you're anticipating french toast, yet you get cheese bread sold to you in a normal bread wrapper, I think you might have a reason to be annoyed, sure.
Vault Dweller said:And usually it's people like you who think that most games are role-playing because you play a role (duh): from Quake to Super MarioGwendo said:In a RPG, you role-play (duh).
That's what FPSs (and Oblivion with the exciting FPS combat) are for.[/quote]It's more realistic/immersive to use your skills to fight (swing your sword with the mouse, for example), than using some dices to tell you if you hit or not.
I guess I was trying to allude to the situation that comes up when the player will intentionally have their character avoid certain situations because they know that their character's skill is not sufficient to complete the task. To me, this creates a sort of all-knowing perspective, where the player is no longer acting as the character, but "controlling" the character. If a mini-game is introduced, I see this as a means to pull the player into the character.Vault Dweller said:The player certainly has some influence because he's the one who's playing a role. However, any action suggested by the player will be tested by character's stats and skills. It's when the success of actions is determined by the player as well, the game starts being less of an RPG and more of something else.
That's where I'm at too, although I'm pretty sure we're not at the same placeRole-Player said:Note that I didn't disagree with both player and character skill being at work for the purpose of minigames; just how it may be implemented.
Role-Player said:Gwendo said:In a RPG, you role-play (duh). It's more realistic/immersive to use your skills to fight (swing your sword with the mouse, for example), than using some dices to tell you if you hit or not.
Dice rolls are there to deal with probabilities. Probabilities, in fact, are something which is realistic.
Anyway, you seem to be looking at the different aspects of character control in an entirely superficial way. You're forgetting YOUR skills aren't fully used. How do you use your social skills to convince an NPC to do what you want?
How do you use your intelligence to tell a character the super secret chemical formula?
Gwendo said:Why do you think dice are needed for probabilities? When I swing the sword with a mouse, there's a chance I won't hit it (either because I aim badly, I hit the armor, etc), so why add to that the dice factor?
Dialogue options? Pointing a sword to a NPC's neck? etc?
I was talking about combat. Anyway, did you ply Arx Fatalis? You had to draw the runes to cast a spell.
But in any case, I'm not saying that a RPG has to be ultra realistic: that could be overwhelming and boring. But I'm sure dices and TB combat aren't necessary for what you ask.
Doesn't make much sense. In real life you are very well aware of your own strengths and weaknesses, and behave accordingly. You wouldn't call that controlling yourself, would you? Same in games.merry andrew said:I guess I was trying to allude to the situation that comes up when the player will intentionally have their character avoid certain situations because they know that their character's skill is not sufficient to complete the task. To me, this creates a sort of all-knowing perspective, where the player is no longer acting as the character, but "controlling" the character.
...or to entertain easily bored players.If a mini-game is introduced, I see this as a means to pull the player into the character.
Do you mind summarizing "anything or relevance" (copy-pasting will do) that you posted here? I believe that most of your points were answered, but in case we missed any....So difficult in fact that no one else in this thread has been able to respond directly to anything of relevance that I have posted in this thread
Vault Dweller said:You mean LARP? Have you seen this thread? http://www.rpgcodex.com/phpBB/viewtopic ... 61&start=0
Here are the first few opinions: gay, gay, gay and bad idea, gay, pathetic, pointless, and idiotic, retarded, gay again.... should I continue? There are some videos too.
Makes sense. I've just found myself wishing that my character could accomplish something through a means other than a skill check, especially if I feel that the skill check in question shouldn't be the only thing my character can use to determine the if the task can be completed.Vault Dweller said:In real life you are very well aware of your own strengths and weaknesses, and behave accordingly. You wouldn't call that controlling yourself, would you? Same in games.
Oh, no the rest of you didn't miss anything. That was for Seven, who couldn't respond to anything else that I wrote because I mentioned viewpoint somewhere in there. That's why I put a rolleyes icon at the end of that quote. Looks like this:Do you mind summarizing "anything or relevance" (copy-pasting will do) that you posted here? I believe that most of your points were answered, but in case we missed any....
thenSeven said:You realize with you it's hard to distinguish the anal retentiveness from an actual point, so I'll just assume that you're entire post was an endeavor of internet felatio.
merry andrew said:So difficult in fact that no one else in this thread has been able to respond directly to anything of relevance that I have posted in this thread
Gwendo said:In a RPG, you role-play (duh). It's more realistic/immersive to use your skills to fight (swing your sword with the mouse, for example), than using some dices to tell you if you hit or not.