It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
avatar
scampywiak: True, but story is married to gameplay imo, especially in an RPG.
avatar
PetrusOctavianus: Sure, story became more important once players only controled one character and the game became more freeform. But the earliest CRPGs, with the exception of Ultima, was mainly based on the combat aspect of tabletop roleplaying, mainly because a computer could resolve combat much faster than a DM, and because computeres weren't very good at telling stories (and still are woefully inferior at storytelling compared to books).
Maybe I'm just a fanboy, but The Witcher games are by no means woefully inferior to your average book. And more importantly, the medium has no limitations when it comes to story telling ( not that books do either). As the industry evolves, the writing will get better.
Post edited September 07, 2012 by scampywiak
avatar
PetrusOctavianus: RPGs come from wargames. Before Gygax and Arneson created Dungeon&Dragons they played Chainmail - http://en.wikipedia.org/wiki/Chainmail_%28game%29. Dungeons&Dragons was a continuation of Chainmail, but each player noe controled only one character.
avatar
Fenixp: Yes, which in turn come from other storytelling elements. We could go on like this for hours :-P Truth is that story is part of RPG, it's part of RP, and it's an important aspect alongside with storytelling. Thanks to this, RPG is a very broad genre, and that's only a good thing - but belittling one part of this beautiful genre because one doesn't understand it / consider it important is just bad, bad, bad.
avatar
PetrusOctavianus: (and still are woefully inferior at storytelling compared to books).
avatar
Fenixp: I disagree. Writing is inferior to books, clearly. But storytelling? Books will never allow you to choose, they will never allow you to influence and become part of a story. Someone might not consider that important, I understand it. But at current state, videogames are a storytelling medium very much comparable to books or movies - just not as mature.
My point was that computers are much more suitable for handling the combat aspect of RPGs than the storytelling part. Much of the appeal of table top RPGs is that it is so freeform and with a good DM your are not forced along a linear path. A computer game with its linear story and limited setting can never replace a good DM, but it can resolve comples battle that would take hours to resolve on a table top in the fraction of a second.
avatar
PetrusOctavianus: My point was that computers are much more suitable for handling the combat aspect of RPGs than the storytelling part.
And wood is more suitable as fuel than for carrying information :-P But yeah, I get what you're trying to say.
avatar
ashout: what about jrpgs? too linear?
avatar
Leroux: How is a JRPG defined? Is Chrono Trigger a JRPG? Is Vagrant Story? Is Okami? Is Fortune Summoners? Those are four RPGs from Japan that I like and that have completely different gameplay mechanics. So is "J" just used to describe a very specific subgenre of CRPGs defined by linearity and a certain type of turn-based combat, that is games more akin to Chrono Trigger than the other three?

If so I guess I'm not a great fan of the genre. I don't necessarily mind the linearity, I just don't like the common combination of grinding / random combat and the specific turn-based combat system in most of them, that I don't find attractive enough to put up with the overabundance of combats. But in the end it all depends on how it's done, specifically on the proportions of Interesting Story, Varied Gameplay & Opponents and Repetitive Random Combat. Like I said, I loved Chrono Trigger and I liked Space Funeral, but I abandoned e.g. Septerra Core, Cthulhu Saves the World and Lord of the Rings: The Third Age because the combats began to bore me, and I usually don't get very far in RPG Maker games either. I'll admit though that I haven't played any FF titles yet.
All "jrpgs" share a lot in common (even if you personally feel they have a lot of differences as well). Namely, the shite art style (which I used to be the ultimate defender of back in the 1980s), the lack of player interaction beyond deciding whether to "attack", "run" or "cast" during the 99th run in with jelly-squids while trying to cross a 120 pixel x 120 pixel patch of forest, dumbed down semi-rpg-ish mechanics (where characters are defined by simply name, attack, defense and life/ HP attributes) and so forth.

Also they all have silly names like "Homeless Apple Factory: Red" which makes me giggle but not take interest.
avatar
Fenixp: I disagree. Writing is inferior to books, clearly. But storytelling? Books will never allow you to choose, they will never allow you to influence and become part of a story. Someone might not consider that important, I understand it. But at current state, videogames are a storytelling medium very much comparable to books or movies - just not as mature.
The more options you have in a story driven game, the more watered down the writing will be, and it will be like those old choose-your-own-adventure books.
Games should be more about setting than story IMO. Give the player a large world to explore and to do what he wants without being to much hamstrung by the story. Too much emphasis on story and the game becomes just an interactive movie.
Oblivion was much more enjoyable when just ignoring the main quest, for example.

avatar
PetrusOctavianus: Sure, story became more important once players only controled one character and the game became more freeform. But the earliest CRPGs, with the exception of Ultima, was mainly based on the combat aspect of tabletop roleplaying, mainly because a computer could resolve combat much faster than a DM, and because computeres weren't very good at telling stories (and still are woefully inferior at storytelling compared to books).
avatar
scampywiak: Maybe I'm just a fanboy, but The Witcher games are by no means woefully inferior to your average book. And more importantly, the medium has no limitations when it comes to story telling ( not that books do either). As the industry evolves, the writing will get better.
Well, I haven't played The Witcher, but I understand the writing was actually done by a professional writer, and not the average hack that writes for most games?
Post edited September 07, 2012 by PetrusOctavianus
avatar
PetrusOctavianus: Oblivion was much more enjoyable when just ignoring the main quest, for example.
Agreed!

apart from that real stinking Nirnroot seach and collect quest that was a real pain in the ass.
Post edited September 07, 2012 by fr33kSh0w2012
avatar
Fenixp: Which makes it even more impressive that it came close to The Witcher's complexity - I was picking out of games that fit Crosmando's definition.

That only works if you think combat is core mechanic of an RPG (which ... you clearly do)
avatar
ashout: shoot man, back in the day all rpgs were was this giant grind that had very little to do with story at all. in fact, a lot of them didn't make any sense!

look at rouge likes. or diablo. did anybody care about the story? no! they just wanted to slay a bunch of demons and find some nice armour or spells or something!

the quests could have gone like this:

"hey, hero. i need a ball. its on level 3 and is guarded by the butcher. go get it." and nobody would even have noticed!

you make a good point though, i'm a combat guy largely. I figure you can have a great story in any game.
Exactly! What I said, I think in THIS thread (but may have gotten deleted as my posts sometimes do), story is something that ANY genre of game can do about equally well. It is true that RPG mechanics make storytelling more fully realized but it is those MECHANICS that are corer to the genre's definition. Not the story which is a side effect at best and the story in say Planescape is hardly better than the best stories of some FPS, point-n-click adventure, etc. If you are really fiending for good story then read Gene Wolfe's science fantasy books.
avatar
SkeleTony: Also they all have silly names like "Homeless Apple Factory: Red" which makes me giggle but not take interest.
Yep that's true ever played Laxius Power I, II and III it's like final fantasy on the snes. With more adult undertones.
Post edited September 07, 2012 by fr33kSh0w2012
avatar
PetrusOctavianus: and the game becomes just an interactive movie.
Which is not a bad thing, mind you. The reason why interactive movies were largely unsuccessful was because the technology wasn't flexible enough - you just couldn't produce enough quality content with branching story. Videogames make this much easier. After all, Planescape: Torment was just a little more than an illustrated interactive book - and look at it's success!

avatar
PetrusOctavianus: The more options you have in a story driven game, the more watered down the writing will be
Again, look at the sheer ammount of text in Planescape: Torment. Did it seem watered down? And most modern games don't any longer need a description of what's going on, which clears up a lot of writing space. And that can be used for quality dialogue.

avatar
PetrusOctavianus: Well, I haven't played The Witcher, but I understand the writing was actually done by a professional writer, and not the average hack that writes for most games?
It was an average hack, the professional writer wrote The Witcher novel. Writing in the first Witcher game is actually fairly poor for the most part, but the overarching story is very solid and choice and consequence system rise the game far above average. Writing improved dramatically in the second game, and it kept the good bits.
avatar
SkeleTony: story in say Planescape is hardly better than the best stories of some FPS, point-n-click adventure, etc.
Yes, they also offer all those ways you can get trough that story, sometimes there's even like two! ... As compared to about one bzilion in Planescape. This is what defines RPG: Choice. No matter whether is within combat or story.

See, this is the bit you guys don't quite get: RPGs offer an interactive approach to story. It's not comparable to reading a book, since you can't rewrite a book and then pretend it's canon.
Post edited September 07, 2012 by Fenixp
avatar
Fenixp: This is what defines RPG: Choice. No matter whether is within combat or story.
That I can agree with. :-)
I would make another thread but why not here

What would you guys think would make the Ultimate MMORPG

Starting with no monthly fees and no in game shop using real life money

EDIT: I think one thing you guys you guys would like in MMORPGs is make all the quest and Bosses unique but that sounds almost impossible
Post edited September 07, 2012 by Elmofongo
avatar
SkeleTony: All "jrpgs" share a lot in common (even if you personally feel they have a lot of differences as well). Namely, the shite art style (which I used to be the ultimate defender of back in the 1980s), the lack of player interaction beyond deciding whether to "attack", "run" or "cast" during the 99th run in with jelly-squids while trying to cross a 120 pixel x 120 pixel patch of forest, dumbed down semi-rpg-ish mechanics (where characters are defined by simply name, attack, defense and life/ HP attributes) and so forth.

Also they all have silly names like "Homeless Apple Factory: Red" which makes me giggle but not take interest.
That sounds like a very sober and objective definition of JRPGs void of any generalizations. ;)

You make some interesting observations and I can see a certain truth in them, but I bet one could just as easily write up something similarly dismissive about Western RPGs. They cater to an audience with a different taste, but it's not really that more exquisite as many make it out to be. You could claim Western RPGs also have the "same" artstyle, in that most try to be realistic in their depiction of (caucasian) humans, most have a very generic setting with dwarves, orcs and elves and a story about some unknown hero saving the world, most choices are only superficial, the "true" RPG mechanisms are designed for math fetishists to get off to, interaction equals frantic mouse-clicking or watching as the computer rolls dice for you, and they ALL have epically pompous names like "Sacred Quest for Divinity 2: The Magic Scrolls of the Mighty Overlord". :P

That being said, for me a great rpg is original and fun to play, and if it fits these criteria I don't care if it's Western or Japanese. Heck, I don't even care if it would be a real RPG in your book, I only care if its great. Categorizing original games is a hopeless endeavour anyway. The better you can categorize something, the less interesting it becomes, IMO.
Post edited September 07, 2012 by Leroux
Two words: inventory management.

I don't care about stats or skills or character progression or personal choice or storytelling or interesting settings or interesting characters or romance or plot or an organic experience. I only care about item weights, bag space, and magnificent TETRIS. It is a sad state indeed when RPGs have moved away from their glorious inventory management sim and puzzle game roots, and into a world of unlimited resources and options.
avatar
bevinator: inventory management.
Get Inquisitor, you'll be in for a treat! 4 pages of 8x11 grids!
first off, I like inquisitor and want it badly, but i simply don't have any money. so i'd like it if you stop mentioning it thanks. ;)

and second off,

a story in a movie is presented to you in images and dialoge, and it doesn't do anything different the whole movie. this is the same with books. it is what it is. books however, have such vivid descriptions that you really FEEL the plot.

a game on the other hand, the story can change depending your choices. not only that, but you're PLAYING the story, you have an investment in it. you do something, and then SEE the plot evolve around your actions! not only that, but in games, you can find many many stories aka sidequests. the world really gets fleshed out and feels alive and real.

i find movies to have the funnest story's, books to have the second most fun story's, and games to have the least fun.

however, i like games the best, and i LOVE the story's in games!


its just that, at this point, i've pretty much seen it all. all story's are the same old same old to me.