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

×
As I see it the Auction house is just opening the possible field of profit making in the real world to all parties who play the game (including Blizzard) as opposed to the slightly more closed market of the out of game transactions that already take place with titles like World of Warcraft.
It could actually be a positive move in helping to combat against fraud within that system provided that Blizzard implement it and police it in the right manner.
The only negative thing that I can think off right now is the fact that you'd need to complete the game on Normal difficulty first, to unlock the other 3, harder difficulties.

Not sure if this is only beta specific, or whether it will be present in the actual game, though.
avatar
kavazovangel: The only negative thing that I can think off right now is the fact that you'd need to complete the game on Normal difficulty first, to unlock the other 3, harder difficulties.

Not sure if this is only beta specific, or whether it will be present in the actual game, though.
To be fair that's fairly typical for most hack and slash games. Certainly most don't unlock their "hell" or single life difficulty till you've completed the game at least once.
avatar
Navagon: snip
Thank you for a good and insightful reply.

Since you require character development in addition to choices and consequences in a computer game for it to be considered an RPG you will have to leave out a lot of games commonly considered CRPGs from your definition. My CRPG knowledge is not that vast but if I should guess I think that only something between 5 - 30 % of games commonly regarded as CRPGs would fit your definition.

At first thought such a definition would not be of much use, rather there to confuse but after reading the end of your post I can understand your way of thinking.

avatar
Navagon: So, personally, I'd rather see roleplaying and strategy used as things to aim for rather than genres to pigeon hole games into. The problem with the latter is that we just wind up with a lot of games that do the same damn thing and contain the same failings. That way we might see more games that break the mould.
It is an interesting idea, to abandon the common genres and instead identify the game with the most important broader element of the game or a vision of what the game should be about. There would be more Tactics games than Strategy games but maybe some of the strategy games would be more strategic. We would need to use a larger vocabulary to pigeon hole games with like "Stat-based Dungeon Crawler" and "Story-based, point and click, puzzle solver"

More ambitious games could use names like "Space Exploration", "Time traveling burglary", "Gnostic Role-Playing in Ancient Rome", "Found a religion and make it prosper" or "Survive a thermonuclear war".

If we all could agree to ditch the old genres and use more descriptive names I'm all for it. It is a good cause. I would think that there would be a lot of confusion and quarreling before we got there though. With a genre name like FPS, at least we have taken a few steps in that direction. It is a much better description than Doom clone or Action Game.


Some nitpicking by me about the way you describe stats and dice:

avatar
Navagon: Stats and dice rolls are merely due to the limitations of the pen and paper game. There was no other way of making the game work without making it too unfair and unbalanced. Leaving the decision to a die roll was better than leaving it up to a possibly biased DM.
While you are right that CRPGs based upon stats and random chance have their influences in what you call "limitations" in the original pen and paper games I think it is a little rough to call it limitations. If I recall correctly, the PnP RPGs was based upon the some strategy board games that used similar elements.While you could say that stats and dice were limitations compared to say having a small army of pre-programmed robots representing squads moving around on a board it was still a very good concept.
Maybe you could create a war-game with small robots on a board today but there is not much point since you can recreate war much better on a computer screen.

When many things are abstracted you use your imagination to fill in the blanks, and that is a good thing. PnP RPGs have been very popular throughout the years and their on screen descendants even more so. I think that this is more because of their "limitations" than in spite of them.

Also, many of us still do think that the direct descendant of stats and dice, turn-based combat with stats and an element of randomness offer many things that real-time combat can not.
For me turn-based combat in games like the Civilization and Age of Wonders series is several magnitudes more immersive and involving than combat in typical RTS games like Starcraft and Age of Empires. (typical) RTS games have a lot going for them too but turn-based combat is far from outdated. Maybe I'm rambling on a bit here since you were just talking about RPGs.

avatar
Navagon: You've got to look past these limitations. RPGs shouldn't be defined by these limitations but rather by what they are trying to do. The ad-libbed stories they're trying to tell. The characters that change, adapt and grow, or fall by the wayside during this story. The impact they have on the world as it changes, both as a result of their actions and the actions of others around them.
While I largely agree with you and I think that some really fantastic games in the spirit of (but free from most of the trappings of) RPGs will be made in the future, I think that there are many things that are really good about the old type of CRPGs too. When the graphics are limited, so that it is very clear that you are only seeing an abstracted version of what happens you use your imagination instead. Textual descriptions and statistics helps with that too. In many newer games where what you see is much more believable I think that people do use their imagination less.
Post edited December 11, 2011 by Sargon
avatar
klaymen: The intro is as nice as any other made by Blizzard. It seems somewhat superfluous to make such intro for a game comprised of merely clicking the shit out of everything, though.
Winner.
avatar
Sargon: My CRPG knowledge is not that vast but if I should guess I think that only something between 5 - 30 % of games commonly regarded as CRPGs would fit your definition.
Yeah, that's about right, depending on how picky you want to be. Like I said, this way you're pushing games in a certain direction rather than letting them adhere to the safety of what went before.

avatar
Sargon: It is an interesting idea, to abandon the common genres and instead identify the game with the most important broader element of the game or a vision of what the game should be about.
You'll never truly get rid of genres. I'm not asking that people abandon them. But change the way they look at them. You mentioned Doom clones. This is a good example. Back then the term was quite accurate. Few games were interested in exploring what could be done with a shooter when viewed from first person. Instead they were mostly just easy cash-ins. Again, that's not something you're going to get rid of.

If people change the way they look at them then I think we will see more variety and games that are much closer to what they should be. For instance: when creating a stealth game, rather than thinking 'Thief' or 'Splinter Cell' think about what it actually means to be creating a game where your success and even your survival relies entirely on not being seen.

avatar
Sargon: While you could say that stats and dice were limitations compared to say having a small army of pre-programmed robots representing squads moving around on a board it was still a very good concept.
Maybe you could create a war-game with small robots on a board today but there is not much point since you can recreate war much better on a computer screen.
Precisely. There are plenty of numbers underneath the surface of any game. But that doesn't mean that the player needs to be aware of them. The experience could be a lot more natural than that.

One of my favourite mods, probably for anything ever, is the GCD mod for Morrowind. Instead of levelling up and assigning points, you didn't level up at all. Instead you were awarded points in skills depending on how much you used them. You could still train and get points that way. But there was no way of using brute force to kill things to then use the experience gained from that to boost your alchemy. You boosted your alchemy by actually making potions or getting trained to do so.

For me that was something of an epiphany in how RPGs should work in terms of stats and levelling.

avatar
Sargon: When many things are abstracted you use your imagination to fill in the blanks, and that is a good thing... In many newer games where what you see is much more believable I think that people do use their imagination less.
Well that's the argument that has been used since TV started taking over from books and radio. I'm not saying it's wrong. But ultimately I suppose you just have to look at it as an increase in choice. Books and radio certainly haven't gone away and equally there are plenty of indies producing RPGs and rougelikes the old fashioned way.
avatar
hedwards: Only the ones that were mischaracterized. Calling Diablo or Diablo II RPGs requires a certain degree of ignorance of the history of computer games. True Rogue was somewhat influenced by tabletop RPGs of the '70s, but in terms of game play it has very little in common with any RPG games of the day. Diablo and then Diablo II ultimately evolved from that line of gaming into something that has very little if anything in common with an RPG.
I have always seen Rogue characterized as a CRPG. Regardless what the most common way to classify it is, the one that makes the most sense is to characterize it as an CRPG since it is an early computer adaptation of Pen and Paper RPGs.

So by your definition neither ADOM, NetHack or most\all of the other Rogue-likes are CRPGs?

avatar
hedwards: Compare that with Neverwinter or Fallout which are much more heavily influenced and make use of RPG elements in nontrivial ways and it should be obvious that one of these things is not like the other.
By your definition, are there any CRPGs before Fallout except Darklands and the Ultimas?
The Choices and Consequences in the other CRPGs at this time were rather limited I believe?

avatar
hedwards: As for Final Fantasy, it's a JRPG according to everybody I've ever met. It's legitimately a subgenre of RPG as that's where it ultimately evolved from. The genre itself traces itself back in a more or less direct fashion to Japanese table talk RPGs of the the '70s. They have different mechanics than the ones that evolved from the DnD set directly, but they've more right to be called a RPG than Diablo.
Aha, I thought the Japanese RPGs like Dragon Warrior were mostly inspired by the Wizardry games. Either way, it makes JRPGs a subgenre of CRPGs, thus CRPGs.

avatar
Navagon: SNIP
avatar
hedwards: By and large I agree with you there. I personally give JRPGs a bit of a pass because they're descended from tabletop games that were evolved themselves from the tabletop DnD games.

A lot of this is a bit like placing species into the appropriate genus, you really can't do it properly if you don't know the history of the species and how it came to being.

If you know that, then it becomes really obvious very quickly that Diablo has is a direct line descendent of Rogue ultimately rather than of any of the great cRPGs of the 80s or early 90s.
As I see it the Pen and Paper RPGs are the foundation for all CRPGs, but there have been several different ways of interpreting it on the computer\console. Excluding some because they don't fall under a certain or several definitions seems rather artificial to me. These interpretations have not really been separate branches\sub-genres but rather interbreeding trends so excluding some based on a certain criteria is not an easy job. Some are 3D view\seen from above\abstract symbols, turnbased\real-time\phased real time, linear story based\an open world with linear story\almost no story mostly combat\story with choices and consequences\...
The video was really good, I just wish I didn't watch it. Even though I already assumed that from the other video. I would have preferred to see him in the actual game.
avatar
Sargon: When many things are abstracted you use your imagination to fill in the blanks, and that is a good thing... In many newer games where what you see is much more believable I think that people do use their imagination less.
avatar
Navagon: Well that's the argument that has been used since TV started taking over from books and radio. I'm not saying it's wrong. But ultimately I suppose you just have to look at it as an increase in choice. Books and radio certainly haven't gone away and equally there are plenty of indies producing RPGs and rougelikes the old fashioned way.
Yes, exactly. I wasn't implying that this old type of gaming was better than the new one. As it is when you gain something you usually lose something too, and that goes both ways. I will be prowling the nordlands of Skyrim with a smile on my face too, in a couple of years when I buy a new computer.
avatar
overread: To be fair that's fairly typical for most hack and slash games. Certainly most don't unlock their "hell" or single life difficulty till you've completed the game at least once.
Maybe, but some people like to start playing on the highest difficulty on their first playthrough. I started playing SC2's campaign on Brutal immediately after installing the game, it was freaking amazing. Much more engaging than the other difficulties.
avatar
overread: To be fair that's fairly typical for most hack and slash games. Certainly most don't unlock their "hell" or single life difficulty till you've completed the game at least once.
avatar
kavazovangel: Maybe, but some people like to start playing on the highest difficulty on their first playthrough. I started playing SC2's campaign on Brutal immediately after installing the game, it was freaking amazing. Much more engaging than the other difficulties.
They're not so much higher difficulty levels as they are sessions tailored for higher experience levels, though.
avatar
Sargon: ....
I'm with you man, I don't get these really narrow interpretations of RPGs, especially since computer RPGs are basically taking from pen and paper and there's a much wider variety of that stuff. Check out something like Amber. Then compare it to AD&D 4th edition Dungeon Delves.

See what I mean? There's room for everyone in the pool.
avatar
Navagon: You get off to a good start by going back to the pen and paper games. But to be honest with you I think you're missing the point. Stats and dice rolls are merely due to the limitations of the pen and paper game. There was no other way of making the game work without making it too unfair and unbalanced. Leaving the decision to a die roll was better than leaving it up to a possibly biased DM.
There were several pnp games that didn't include die rolls. Amber was one.
Post edited December 11, 2011 by orcishgamer
avatar
Whitecroc: They're not so much higher difficulty levels as they are sessions tailored for higher experience levels, though.
Well, if I remember correctly from BlizzCon's D3 Q&A, each greater difficulty will give enemies more abilities (as well as stats) and better equipment, and will spawn more various enemies.

EDIT: Regardless of bonus experience, the above is enough for one to start playing on higher difficulties.
Post edited December 11, 2011 by kavazovangel
avatar
orcishgamer: There were several pnp games that didn't include die rolls. Amber was one.
Fair point. But it's not those that PC RPGs are based on. Probably because it wasn't even out until the nineties. PC RPGs already had their foundation by then.
avatar
orcishgamer: There were several pnp games that didn't include die rolls. Amber was one.
avatar
Navagon: Fair point. But it's not those that PC RPGs are based on. Probably because it wasn't even out until the nineties. PC RPGs already had their foundation by then.
Right because old cRPGs were really good at combat heavy types of games. It was an obvious fit (after all a computer is better at rolling dice than telling a dynamically changing story, especially when you have about 1.5 MB of space for your game). But I think developers have experimented along the way, many things didn't "take" but the ARPG genre certainly did. I've seen D&D groups that literally played their campaigns like Diablo. But then you get stuff like Deus Ex HR that has speaking boss battles (yes, you have to out-converse your enemy, cool fucking idea). I'd love to see that deepened and integrated into more games and I think we will... because it's also role-playing.

Anyway, I'm taking a long ass time to basically repeat myself, there's room in the RPG world for all types of games and it makes no sense to me to exclude Diablo and the like from it anymore than it does to exclude Deus Ex HR.