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Post by linksocarina on Sept 6, 2016 14:20:45 GMT
Because it's not specific, really. RPG means something different to so many people. How people use it doesn't change what it is. How they play it doesn't change what it is. If I play baseball but my objective isn't to score runs, but instead to hit foul balls, that doesn't in any way change the rules or definition of baseball. Roleplaying games are what they are. What is that? That's the question I'm asking. This isn't unlike a philosophy professor asking what gives a person moral worth. The suggestion is that there is an answer to that question, even if you don't know it off the top of your head. If they are roleplaying games, of course it does. The point of having a well-defined genre label is we can use the definition to determine whether any given game falls within it, just as we could use the answer to the philosopher's question to determine whether any given being had moral worth. BioWare used to call DAO an Action RPG. The original Dungeon Siege was similarly labeled. So what's the definition of Action RPG? Making the groups smaller doesn't solve the problem if you continue to let how people use the label determine what it means. I can declare you to be a piano; that doesn't make it so. But if I convince everyone to call you a piano, does that make you a piano? Of course not. What we call something doesn't change what it is. If we all call something a piano, perhaps that will change the meaning of the word piano, but that's a totally different issue. I'm not talking about vocabulary; I'm talking about meaning. The term RPG has no meaning that is tangible or defined as a genre, because it is used in so many different ways by everyone. How people use it most certainly does change what it is in this case, because of that blankness to the term. One can see it as simply playing a role and acting it out theater style. Someone else can see it as combat-specific and back to the war-gaming roots, others can see it as a story-telling device with friends. And of course, others see it as a way to be social or antisocial. This touches upon mechanics, but doesn't define them outright because tabletop role-playing games are about rules and mechanics that pertain to that certain game. The only thing concrete about all of this is one thing, to have fun. See, what they are is amorphous. What they can do is dependent on the players, but then again it was always that way to begin with, even back in the tabletop days by Gygax and Arneson. Even they didn't really give meaning to the mechanics, and any meaning they did give is long gone because those mechanics, and tastes, have changed.
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Sylvius the Mad
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Post by Sylvius the Mad on Sept 6, 2016 15:15:38 GMT
I barely consider Mass Effect an RPG. It's still mostly a TPS to me. The choices and dialogue features set it apart, but many adventure titles have that too. This is an excellent point. Adventure games, which used to be a pretty big genre, involved making choices to follow a story. King's Quest is always the one that springs to mind for me. No one thought these were RPGs at the time, but the elements in ME that people call RPG elements are basically the genre-defining characteristics of adventure games. Mass Effect isn't an Action-RPG. It's an Action-Adventure game. Adventure games tended to give you a predefined character and a predefined objective. What set RPGs apart from them was that RPGs let you craft your own character and make more free-form decisions, including which obstacles to face. I don't think the points and number-crunching are a necessary element. They're useful for helping to craft a distinct character, so I'm a big fan of having them, but an RPG could conceivabley do without.
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Post by Sylvius the Mad on Sept 6, 2016 15:20:31 GMT
The term RPG has no meaning that is tangible or defined as a genre, because it is used in so many different ways by everyone. How people use it most certainly does change what it is in this case, because of that blankness to the term. How people use the term can change the term, but not the thing being described. If we all call apples oranges, eventually the word orange will come to mean apple and the word apple will disappear. But the nature of the thing being described, which used to be called an apple and now is called an orange, doesn’t change. What I'm trying to do is isolate the thing independently from the words used to describe it.
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Post by KaiserShep on Sept 6, 2016 16:16:04 GMT
It's hard to tell which is Sisyphus and which is the boulder
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Post by Cyonan on Sept 6, 2016 16:24:06 GMT
Since when do labels have to be descriptive? We can define the label however we'd like; the words in the label don't need to have any particular relevance. A label is an identifier, nothing more. Also, your first try with using "game" and this requiring rules and a goal is tricky. I'm worried about what that goal is. I would argue the goal is simply to roleplay. Remember that some tabeltop rulebooks explicitly declare that "there's no way to win". This lack of winning conditions is why I maintain that roleplaying games aren't games at all. They're toys. A label that doesn't effectively tell you about the thing it's a label for is pretty useless as a label. That's why I say that FPS is pretty useless as a label because honestly, telling me that it's a shooter in first person tells me so little about the game. Just that we can use a literal definition of the words "First Person Shooter" means we can use it as a basic identifier. RPG doesn't enjoy that luxury though, because the literal definition would include virtually every game ever. In a RPG the goal would be to roleplay your character. The fact that a manual tells me there isn't a win condition seems like more of a suggestion than anything else. I could make one if I were so inclined to. Though it also begs the question: Is a game only a game if it has an actual win state? Would say, Beyond Two Souls, not actually be a game because you can't get a game over screen? If winning in that game means getting the desired outcome, could one "win" a RPG by effectively roleplaying their character to the best of their abilities? As I said in a thread on BSN Prime roleplaying is just a skill that somebody can be better or worse at, meaning we can judge how well somebody is doing at playing a RPG even if we assume the only goal of the player is to RP their character. Of course people also play them for different reasons. I've known people to play pen and paper games to simply "beat" the campaign and defeat the end boss. That was their self defined goal for playing the RPG, and you can't claim that it was a "character goal" because this was before the character even knew who the end boss even was. It's going to be subjective because any objective definition is going to be useless as an identifier on account of including way too many things. I can play most games entirely in-character. Hell, there's actually a let's play on YouTube called Freeman's Mind which does exactly that for Half-Life. Since your definition lacks the condition that it has to be a character of my own design, that means I get a convenient way around the idea of "What if I'm bad at shooters but want to play an expert marksman?" because you're not playing your own character. About the only thing I can think of that actively stops me from RPing a game entirely in-character that I'm 100% determined to do that for would be the game taking control away from me. So are we just going to effectively consider RPGs to be "games in which control is never taken away from the player"? If that's what we're going with, does a game become not a RPG because it takes control away from your character for 3 seconds at one point to make them run somewhere? If Baldur's Gate did that and it ceased being a RPG, what would it be?
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Post by linksocarina on Sept 6, 2016 16:36:30 GMT
The term RPG has no meaning that is tangible or defined as a genre, because it is used in so many different ways by everyone. How people use it most certainly does change what it is in this case, because of that blankness to the term. How people use the term can change the term, but not the thing being described. If we all call apples oranges, eventually the word orange will come to mean apple and the word apple will disappear. But the nature of the thing being described, which used to be called an apple and now is called an orange, doesn’t change. What I'm trying to do is isolate the thing independently from the words used to describe it. You can't, it's impossible to isolate because it's impossible to describe. This is why it's amorphous as a label- its something intangible because it's meaning is spread out. It's not specific like an Apple or an Orange, or FPS or Platformer.
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Post by Sylvius the Mad on Sept 6, 2016 23:17:06 GMT
Since when do labels have to be descriptive? We can define the label however we'd like; the words in the label don't need to have any particular relevance. A label is an identifier, nothing more. Also, your first try with using "game" and this requiring rules and a goal is tricky. I'm worried about what that goal is. I would argue the goal is simply to roleplay. Remember that some tabeltop rulebooks explicitly declare that "there's no way to win". This lack of winning conditions is why I maintain that roleplaying games aren't games at all. They're toys. A label that doesn't effectively tell you about the thing it's a label for is pretty useless as a label. That's why I say that FPS is pretty useless as a label because honestly, telling me that it's a shooter in first person tells me so little about the game. Just that we can use a literal definition of the words "First Person Shooter" means we can use it as a basic identifier. RPG doesn't enjoy that luxury though, because the literal definition would include virtually every game ever. In a RPG the goal would be to roleplay your character. The fact that a manual tells me there isn't a win condition seems like more of a suggestion than anything else. I could make one if I were so inclined to. Though it also begs the question: Is a game only a game if it has an actual win state? Would say, Beyond Two Souls, not actually be a game because you can't get a game over screen? If winning in that game means getting the desired outcome, could one "win" a RPG by effectively roleplaying their character to the best of their abilities? As I said in a thread on BSN Prime roleplaying is just a skill that somebody can be better or worse at, meaning we can judge how well somebody is doing at playing a RPG even if we assume the only goal of the player is to RP their character. Of course people also play them for different reasons. I've known people to play pen and paper games to simply "beat" the campaign and defeat the end boss. That was their self defined goal for playing the RPG, and you can't claim that it was a "character goal" because this was before the character even knew who the end boss even was. It's going to be subjective because any objective definition is going to be useless as an identifier on account of including way too many things. I can play most games entirely in-character. Hell, there's actually a let's play on YouTube called Freeman's Mind which does exactly that for Half-Life. Since your definition lacks the condition that it has to be a character of my own design, that means I get a convenient way around the idea of "What if I'm bad at shooters but want to play an expert marksman?" because you're not playing your own character. About the only thing I can think of that actively stops me from RPing a game entirely in-character that I'm 100% determined to do that for would be the game taking control away from me. So are we just going to effectively consider RPGs to be "games in which control is never taken away from the player"? If that's what we're going with, does a game become not a RPG because it takes control away from your character for 3 seconds at one point to make them run somewhere? If Baldur's Gate did that and it ceased being a RPG, what would it be? Now we're getting somewhere. I'm not going to presume to know exactly where to draw that line, but I would absolutely think that's a relevant characteristic. And even if we don't know where to draw that line, we should be able to identify different games' relative positions along that continuum. I would think that a game that repeatedly takes control of the player's characters would have a serious problem qualifying as an RPG. Perpaps the appropriate standard would be the amount of control relative to total content, or the narrative importance of the moments where control is stolen. I know I've complained in BioWare's games about how the position of the party members follwing cutscenes doesn't match their position prior to cutscenes (thus ruining any tactical pre-planning). Mass Effect's entire dialogue system relies on this loss of control. Since we don't get to choose the line or the tone (because both are hidden from us until after a selection has been made), the player loses control repeatedly in every conversation. And yes, your example from BG is a good one. In an ideal RPG, the player would never lose control. But a requiring an RPG to meet that ideal standard in order to count as an RPG would be absurd. All that being said, however, this still isn't a sufficient condition. We'd still need some standard of world coherence to allow in-character decision-making while maintaining the coherence of the character. Regarding some other specific points you mentioned, I don't think a lack of losing conditions precludes the existence of winning conditions. Also, that we're not playing a character of our own design doesn't solve the marksmanship problem if the pre-gen character has a level of marksmanship skill that is relevant. If the character is an experienced soldier, it's hard to reconcile that with poor marksmanship.
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Post by Sylvius the Mad on Sept 6, 2016 23:23:51 GMT
You can't, it's impossible to isolate because it's impossible to describe. This is why it's amorphous as a label- its something intangible because it's meaning is spread out. It's not specific like an Apple or an Orange, or FPS or Platformer. If that's the case, then the label RPG elements is also meaningless, and we should decry its use wherever we see it. But it also raises an interesting question about the subgenre labels. If RPG is meaningless, what is an Action RPG? Is it just another name for Action game, or is it something different?
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Post by Sylvius the Mad on Sept 6, 2016 23:25:41 GMT
It's hard to tell which is Sisyphus and which is the boulder I think we're making real progress here.
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Post by Cyonan on Sept 7, 2016 1:54:13 GMT
Now we're getting somewhere. I'm not going to presume to know exactly where to draw that line, but I would absolutely think that's a relevant characteristic. And even if we don't know where to draw that line, we should be able to identify different games' relative positions along that continuum. I would think that a game that repeatedly takes control of the player's characters would have a serious problem qualifying as an RPG. Perpaps the appropriate standard would be the amount of control relative to total content, or the narrative importance of the moments where control is stolen. I know I've complained in BioWare's games about how the position of the party members follwing cutscenes doesn't match their position prior to cutscenes (thus ruining any tactical pre-planning). Mass Effect's entire dialogue system relies on this loss of control. Since we don't get to choose the line or the tone (because both are hidden from us until after a selection has been made), the player loses control repeatedly in every conversation. And yes, your example from BG is a good one. In an ideal RPG, the player would never lose control. But a requiring an RPG to meet that ideal standard in order to count as an RPG would be absurd. All that being said, however, this still isn't a sufficient condition. We'd still need some standard of world coherence to allow in-character decision-making while maintaining the coherence of the character. Regarding some other specific points you mentioned, I don't think a lack of losing conditions precludes the existence of winning conditions. Also, that we're not playing a character of our own design doesn't solve the marksmanship problem if the pre-gen character has a level of marksmanship skill that is relevant. If the character is an experienced soldier, it's hard to reconcile that with poor marksmanship. I think if we're going to have a line that we can say games are at different positions on we have to either A. Admit that a game can be "More RPG" than another game or B. Solidly define a point on said line that is basically a "You are now a RPG" point. Of course B is going to be subjective in a "Where should that point be?" kind of way. As much as there would be a lot of pushback to removing the cinematic elements of Mass Effect, I do agree that the shift towards it has been a shift away from roleplaying. The cutscenes play a role in why I don't bother trying to RP much in Mass Effect. The BG example was meant to be absurd to establish the idea that it doesn't have to be an ideal RPG. Of course at that point it's subjective as to how close to the ideal does it have to be? Is it okay that Half-Life doesn't allow for dialogue but otherwise never takes control away? Are the minor skill based elements of Diablo's combat and few lines of auto dialogue enough to knock it out of a RPG label? I think if we're going to say not having a lose condition doesn't mean there isn't a win condition means that one could have a win condition in a RPG if they so desired. In that same line of thinking, one could argue that reaching the end of Half-Life isn't necessarily a win condition but one of many conclusions to the story that you could have. Just like how killing the archdemon is one conclusion to DA:O, but so was your ending where you died to Sten playing your cowardly Warden. Gordon Freeman is a scientist who has only basic firearms training which is done by the player in the training level. You could RP that Freeman even skipped that since that level is optional. Not being a veteran soldier gives us a bit of leeway to pretend that he's not a grand marksman(or maybe just a natural, if in the hands of a skilled FPS player).
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Post by linksocarina on Sept 7, 2016 3:35:08 GMT
You can't, it's impossible to isolate because it's impossible to describe. This is why it's amorphous as a label- its something intangible because it's meaning is spread out. It's not specific like an Apple or an Orange, or FPS or Platformer. If that's the case, then the label RPG elements is also meaningless, and we should decry its use wherever we see it. But it also raises an interesting question about the subgenre labels. If RPG is meaningless, what is an Action RPG? Is it just another name for Action game, or is it something different? Perhaps, but the use of the labels gives us context for their meaning. Action RPG for example can mean a game like Mass Effect, or Secret of Mana. Combat is instantaneous, less crunchy, more focused on being immediately gratifying over careful planning, or without frills or need to over-worry about stat gains and level ups. An Isometric RPG is not only perspective/style of the game in terms of graphics, but also implies certain traits- pause and play combat, silent protagonist, dialogue heavy systems, and so forth. What I have noticed is that many labels tend to follow it based on combat mechanics first, because combat mechanics were the major focus of a lot of early RPGs due to the lack of complex storytelling. That began to change when we saw the Ultima series, but even today a lot of games get their sort of sub-genre label based on the style of mechanics or graphical interface. A Turn-Based RPG has a specific style to it that people expect. If you suddenly do a turn-based system in a first person perspective, it becomes a Dungeon Crawl almost. RPG alone can mean a lot of things, the added subgenre is like pinpointing it exactly to what it is. That is the part that gives the phrase RPG it's meaning.
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Post by Nayawk on Sept 7, 2016 4:41:47 GMT
I thought I was a Category Nazi but wow I'm impressed guys.
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Post by Pounce de León on Sept 7, 2016 8:49:35 GMT
What a silly idea. Seriously, SofaJockey - the voice acting is one of their major selling points.
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Post by Sylvius the Mad on Sept 7, 2016 14:04:58 GMT
I think if we're going to have a line that we can say games are at different positions on we have to either A. Admit that a game can be "More RPG" than another game or B. Solidly define a point on said line that is basically a "You are now a RPG" point. I think A still applies, regardless. Sure, I'd like to establish B in order to make the genre label more useful, but the continuum is always going to be there. Since that's probably always going to start unproductive arguments, I prefer the continuum idea. Had I known before the game came out how anti-RP it was going to be, I would never have played it. It just didn't occur to me that BioWare would do such a thing. Also, I didn't follow the development of ME at all because it was announced as a console exclusive, and I don't have a console (nor do I want one). So when it was later ported to PC I bought it pretty much sight unseen. This might have been reckless, but exactly the same sequence unfolded with KotOR and I really liked KotOR (one of only 2 BioWare games with a proper blank slate protagonist). That said, I do really like ME's combat system. Pause-to-aim was brilliant. To be honest, Half-Life ticks a lot of my boxes. If it had had a different system of combat, I would have no trouble calling it an RPG. A great many dungeon crawlers don't have dialogue (The Dark Heart of Uukrul 1990 is a personal favourite of mine). And as you point out, Half-Life also doesn't have ME's skill disparity problem. Diablo has bigger problems in that its world doesn't make a lot of sense. The randomly generated dungeons don't help with that (and also impede replayability, I think). Diablo may well count as an RPG, but it's also just a terrible game, so it's hard for me to judge. I never saw the appeal of an RPG being just pure combat like that. Even the Icewind Dale series didn't appeal to me. Your description of the many endings of DAO is exactly how I look at CRPGs. That DAO allowed me to play the disparate characters necessary to reach endings like those is a big part of why I love DAO (and continue to play it). ME does nothing of the sort. Right from the start of the first game, we're forced to play a Shepard who takes charge and barks orders. It took less than a minute for ME to break my first character.
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Post by Sylvius the Mad on Sept 7, 2016 14:25:45 GMT
Action RPG for example can mean a game like Mass Effect, or Secret of Mana. Combat is instantaneous, less crunchy, more focused on being immediately gratifying over careful planning, or without frills or need to over-worry about stat gains and level ups. More relative to what? If you say other RPGs, you need a definition of RPG. If any given action game isn't an Action RPG, why isn't it? What makes an action game an Action RPG or not? Those are remarkably period-sensitive implications. Ultima 6, 7, 7.5, and both Worlds of Ultima games were isometric, and had turn-based combat. I wish more people had played Wizardry 8. Also, what do we do with games like ME or DAI which offer more than one combat mode? ME is widely considered an Action RPG, but the action is wholly optional. You haven't made any progress at all toward explaining what that meaning is.
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Post by Deleted on Sept 7, 2016 20:33:33 GMT
My recent exposure to the games where the protagonist responce amounts to: "press a button so the Npc can go on," makes me love many, many, many fully voiced responses by the protagonists in the BioWare games. They did the right thing, and I love it. i am tired of the games where the protagonist is basically the most boring NPC in the whole game.
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Post by KingDarious BBB on Sept 7, 2016 21:13:12 GMT
My recent exposure to the games where the protagonist responce amounts to: "press a button so the Npc can go on," makes me love many, many, many fully voiced responses by the protagonists in the BioWare games. They did the right thing, and I love it. i am tired of the games where the protagonist is basically the most boring NPC in the whole game. I was just about to post the same thing, but you beat me to it.
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Post by linksocarina on Sept 7, 2016 21:29:32 GMT
Action RPG for example can mean a game like Mass Effect, or Secret of Mana. Combat is instantaneous, less crunchy, more focused on being immediately gratifying over careful planning, or without frills or need to over-worry about stat gains and level ups. More relative to what? If you say other RPGs, you need a definition of RPG. If any given action game isn't an Action RPG, why isn't it? What makes an action game an Action RPG or not? Those are remarkably period-sensitive implications. Ultima 6, 7, 7.5, and both Worlds of Ultima games were isometric, and had turn-based combat. I wish more people had played Wizardry 8. Also, what do we do with games like ME or DAI which offer more than one combat mode? ME is widely considered an Action RPG, but the action is wholly optional. You haven't made any progress at all toward explaining what that meaning is. I'm not trying to explain any meaning, just pointing out why the term RPG has none, and what gives it meaning is what players attach to it.
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Post by Sylvius the Mad on Sept 7, 2016 23:03:28 GMT
I'm not trying to explain any meaning, just pointing out why the term RPG has none, and what gives it meaning is what players attach to it. Based on your description, it has no meaning at all regardless of context.
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Post by linksocarina on Sept 7, 2016 23:05:14 GMT
I'm not trying to explain any meaning, just pointing out why the term RPG has none, and what gives it meaning is what players attach to it. Based on your description, it has no meaning at all regardless of context. Well I disagree with that, then, as do thousands of people who already attach meaning to labels anyway. As I said before though, it is possible many of them could be wrong, but ultimately I doubt that to be the case.
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Post by Cyonan on Sept 8, 2016 3:20:11 GMT
To be honest, Half-Life ticks a lot of my boxes. If it had had a different system of combat, I would have no trouble calling it an RPG. A great many dungeon crawlers don't have dialogue (The Dark Heart of Uukrul 1990 is a personal favourite of mine). And as you point out, Half-Life also doesn't have ME's skill disparity problem. Diablo has bigger problems in that its world doesn't make a lot of sense. The randomly generated dungeons don't help with that (and also impede replayability, I think). Diablo may well count as an RPG, but it's also just a terrible game, so it's hard for me to judge. I never saw the appeal of an RPG being just pure combat like that. Even the Icewind Dale series didn't appeal to me. Your description of the many endings of DAO is exactly how I look at CRPGs. That DAO allowed me to play the disparate characters necessary to reach endings like those is a big part of why I love DAO (and continue to play it). ME does nothing of the sort. Right from the start of the first game, we're forced to play a Shepard who takes charge and barks orders. It took less than a minute for ME to break my first character. A lot of the old school FPS games will check those boxes likely, because they were so focused on gameplay which demanded that the player be in control at all times. If I remember right in Diablo, the dungeons don't regenerate in a single player game for a single character(in multi-player however, they'll regenerate every time to load that character into a new game). I think if we're going to make claims that Alistair isn't always the same person we can claim that the catacombs beneath Tristram aren't always the same layout is also a fine idea. Since in SP it's on a per character basis, it's not a constantly shifting dungeon each time you load the game but rather for each playthrough. With BioWare there's now a conflict between their want to tell an in-depth story and the capacity to roleplay one's own character. Even in Dragon Age Inquisition the pre-set origins, minimal as they may be, have conflicts with a few of my reoccurring characters I often use in RPGs so I now have to either change who that character is or use a different one. For RP you want to leave a lot of things ambiguous but in story telling you don't always want to do that, so they're often in conflict. These days BioWare wants to tell big cinematic stories, though.
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Post by Sylvius the Mad on Sept 8, 2016 13:37:47 GMT
If I remember right in Diablo, the dungeons don't regenerate in a single player game for a single character(in multi-player however, they'll regenerate every time to load that character into a new game). I think if we're going to make claims that Alistair isn't always the same person we can claim that the catacombs beneath Tristram aren't always the same layout is also a fine idea. Since in SP it's on a per character basis, it's not a constantly shifting dungeon each time you load the game but rather for each playthrough. True. I'm not claiming the random dungeons break the setting, just that they make it less interesting. Again, I think it's a terrible game. Actually, I've only actually played Diablo 2. It matches your description of the first. Also true, which is why I will continue to speak out against those restrictive story designs that constrain the player unduly. If BioWare is building the rest of the game around the story they want to tell, I maintain that they are doing it backward.
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Post by Sylvius the Mad on Sept 8, 2016 13:41:39 GMT
Well I disagree with that, then, as do thousands of people who already attach meaning to labels anyway. As I said before though, it is possible many of them could be wrong, but ultimately I doubt that to be the case. The vast majority of people never give the concepts of meaning or knowledge even a moment's thought. I will not defer to their opinions on those topics.
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Post by linksocarina on Sept 8, 2016 13:53:26 GMT
Well I disagree with that, then, as do thousands of people who already attach meaning to labels anyway. As I said before though, it is possible many of them could be wrong, but ultimately I doubt that to be the case. The vast majority of people never give the concepts of meaning or knowledge even a moment's thought. I will not defer to their opinions on those topics. I think you underestimate that, honestly. All the time I hear people discuss the contextual meaning of these labels. A lot of points come up, and it's far from a spur of the moment, knee jerk reaction in most cases. People can be dumb as a group at times, but you hear a lot of insight if you listen closely.
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Post by Sylvius the Mad on Sept 8, 2016 13:57:01 GMT
I think you underestimate that, honestly. All the time I hear people discuss the contextual meaning of these labels. A lot of points come up, and it's far from a spur of the moment, knee jerk reaction in most cases. People can be dumb as a group at times, but you hear a lot of insight if you listen closely. If Action-RPG means something different from Action, then the RPG adds some meaning. What meaning is that? What makes any given Action-RPG an Action-RPG rather than just an action game? What does the Action-RPG have that the non-RPGs lack? Or what does it lack that the non-RPGs have?
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