Its used so much that people regularly accept that it means 'whatever'; or has different meanings to different people. IMO that's an awful state.
My view of it is pretty clear cut and simple. IMO an RPG is where the player is playing one or more individuals that are separate from themselves (the player), and each character has their own (personal) ethics, goals, and behaviors. A good RPG... Is all that I just mentioned with the addition of a reactive world that takes those character qualities into account, and reshapes the events in response to them. The object of an RPG [for me], is to play out those roles and see if a person with those qualities (and attitude) can succeed or fail in the various scenarios presented. So (in Fallout 1, for example), I get to see that my pure diplomat has many advantages in conversation and non combat situations, but when things turn hostile he can't directly compete with a combat oriented NPC, and needs help to survive. I also get to see that my pure warrior can handle his own fights, but is ill equipped for diplomacy and gets ripped off in the stores as an easy mark.
The object [for me] is not to win the game, but to see who wins (if any), or at least how far they get. In Pen & Paper RPGs there are no winners, unless you count being able to play in the next session using the same character.
In Fallout I can see that my Diplomat leaves the vault, ventures East, and gets murdered by Khans, and the overseer sends out someone else (my next PC). :shrug:
I don't take it personally when they die in a fair fight (and by that I mean fair [double edged] game mechanics, not that its "unfair" that they were outnumbered 5 to 2, or "unfair" that they died because their gun jammed and they were out of APs).
I watch them do their best, and pick the choices most in keeping with my current character, and the chips fall where they may. :shrug:
That's an RPG to me.
Fallout and Planescape:Torment are exemplary RPGs in my opinion.
Now consider Halflife, Duke Nukem, and NOLF. Each has a prominent character. Gordon says nothing, Duke says a lot, and talks outside of the "4th wall" sometimes; and Cate Archer is more of a narrative tool than anything else. In recent games Duke Nukem has included the the notion of "duke-like" activities (for reward) in the game play. None of these qualify as an RPG in my opinion; (Though Nolf comes closest of the three with its skills & stats, and Duke is close 2nd with character actions).
Generally in shooters the character you play is the "any-man" ~might even be the "any-recruit", or the "any-elite-ops-graduate", but basically they are generic Mc-fighter types that the player is expected to forget as they imagine themselves the protagonist in the environment. These are basically adventure games IMO, as the goal is not to enact a personality, and see the results, but rather to score, or otherwise achieve a mission goal (which may just be to kill everything else with gun).
In every Duke Nukem its all about getting to the next area. With Nolf it might be getting into and out of an area, or perform an action in an area, but its usually the same "get past here to there" kind of goal based gameplay.
With these 'adventure' games, its like playing an obstacle course, while with RPGs (my perception of them), its like playing in a maze with traps and psychological challenges along the way ~and some shift shift the walls around depending on your answers; and you might never get out, or survive the traps.
What kind of music do you usually have here?
Oh we got both kinds
, country and western.
Oh we got both kinds
What I don't like about modern RPGs is this fear of dead-ends and the compulsive mandate of "viable" characters at the expense of variety, and novelty in character design. We see this in streamlined "vanilla, chocolate or strawberry" gameplay ~gameplay that excludes Pineapple-lime, and cherry-almond-marshmallow fudge (or even marmite-apple- meringue if that's what you really want).
I enjoy being able to throw oddball characters at the game and see how it affects the outcome.
It really is a feather in their cap in my book when the game reacts well to extremes. Lets face it... When a player maxes out one stat at the cost of crippling three others... they want to see a result for it in various parts of the game, and its a real let-down if the game ignores it.
**** :facepalm: [trying to preview it] I accidentally posted this and its only half finished; :laugh: ****
I hadn't actually decided if I was going to post it at all yet.
