» Fri Feb 18, 2011 8:32 pm
For my own two cents, there's a little bit too much emphasis on "genre" in videogames today. The entire concept, itself, implies that there's a comprehensive list to which one must adhere to when trying to make a specific sort of game. Or (more unfortunately, in my opinion) the idea that a game can (or should) be designed primarily with a specific genre in mind, from the very beginning. This leads to a very "color by numbers" approach, where you're ostensibly making the "perfect game" by following some sort of checklist of gameplay elements - when in reality you're more likely to end up with a generic lump of design-by-committee.
The idea that, say, an RPG must include elements like (hypothetically) an open world, a dialogue system, skill tree, experience points, etc - is inherently limiting, I should think. By the time you've incorporated all the things you "have" to include, all you've really done is limit your options for furthering the creative process and progressing the evolution of the medium.
It's certainly fair to say that some people prefer specific types of roleplaying games. And certainly designers would do well to make games with those target audiences in mind, and to incorporate the sorts of systems and elements they most enjoy. But if, say, I was to set out to make a videogame - and I started out with a roleplaying game in mind, and then ended up with something that most people thought was more of an "adventure game -" I don't see where the problem would be. "A rose by any other name," and all that... :shrug:
(Back to topic, you play a role in Fallout: New Vegas - that's all I really need for me to feel comfortable calling it a roleplaying game. It might be other things, as well - I mean, you shoot things in it, so technically it's also a "shooter." But many movies do just fine being both a comedy and a horror movie, or a thriller and a drama. The concept that every game must be pigeonholed into one specific genre or another seems particularly unique to videogames...)