Azherae wrote: » Depraved wrote: » Azherae wrote: » Depraved wrote: » what is an rpg? what is a roleplaying game? It's not a MOBA. Yeah I know you're poking to have a semantic argument, so I'm setting it up so you have it with me to save the poor forum database. Won't someone please think of the Text Columns? not semantics. im asking what are the characteristics that make a game an rpg The character has a choice of a role. The expression of that choice is through representative values normally referred to as 'stats' that are innate to the character. Those stats, which are usually not easily changed as they are a representation of the character's strengths and weaknesses, are either not easily reset or are known/limited when changed (often so others can recognize the role if it is an MMORPG). The expression of that choice affects the game world in some specific way (usually through the interaction of those numbers with opposed numbers). Some people consider that there is some persistence involved, i.e. that previous choices of role, stats, and expression lead to further specific choices, and that the character is not entirely reset commonly. All debatable of course, but thankfully we're talking about moving closer or further from an RPG, not 'which games are RPGs or not', so anything that moves away from those is 'less RPG' and anything that enforces them is 'more RPG'.
Depraved wrote: » Azherae wrote: » Depraved wrote: » what is an rpg? what is a roleplaying game? It's not a MOBA. Yeah I know you're poking to have a semantic argument, so I'm setting it up so you have it with me to save the poor forum database. Won't someone please think of the Text Columns? not semantics. im asking what are the characteristics that make a game an rpg
Azherae wrote: » Depraved wrote: » what is an rpg? what is a roleplaying game? It's not a MOBA. Yeah I know you're poking to have a semantic argument, so I'm setting it up so you have it with me to save the poor forum database. Won't someone please think of the Text Columns?
Depraved wrote: » what is an rpg? what is a roleplaying game?
Depraved wrote: » not semantics. im asking what are the characteristics that make a game an rpg
Boneshatter wrote: » -giving melee some decent ranged attacks to use when they can't be on target
Solvryn wrote: » Expands your definitions yall, you can have an action combat game and it's still an RPG.
Dygz wrote: » Solvryn wrote: » Expands your definitions yall, you can have an action combat game and it's still an RPG. Technically, but "action combat RPG" also pushes that "genre" farther away from RPG.
Depraved wrote: » well, rpg originally were turn based, so by your own logic, any rpg that isnt turn based is pushing the genre farther away from rpg
Depraved wrote: » An RPG is a game where the player can pretend and act as if he was the character he is playing. he plays a role, he is an actor in a play and can interact with other actors (players or NPC). imagine a theater play. Another main characteristic of an RPG is when there is character development and that development affects the character's journey and (possibly) the story of the game. A skill system, stat system (whether you can reset it or not, it doesn't matter), magic missiles, finding traps, etc, etc, etc aren't really characteristics that define an RPG. those are implementations of the character development concept because the player has the option to develop his character how he wants. pvp, pve, action, tab, turn-based, real-time, dungeons, those are simply obstacles or modes, but they aren't what defines an RPG at its core. Developers use these modes and obstacles because people like them, target audience, etc, but that doesn't mean you are moving away from the genre. That is just ridiculous. You can also not have a stat system and you can have an RPG that doesn't have any combat at all, and you progress through the game by simply talking to people and choosing different answers. you can develop your character's personality instead of physical power. for example, your character can be good, evil, neutral, etc, etc. The two key concepts in an RPG are character development controlled by the player, and the player being an actor in a play and there are many ways to implement those two concepts.
Azherae wrote: » Depraved wrote: » An RPG is a game where the player can pretend and act as if he was the character he is playing. he plays a role, he is an actor in a play and can interact with other actors (players or NPC). imagine a theater play. Another main characteristic of an RPG is when there is character development and that development affects the character's journey and (possibly) the story of the game. A skill system, stat system (whether you can reset it or not, it doesn't matter), magic missiles, finding traps, etc, etc, etc aren't really characteristics that define an RPG. those are implementations of the character development concept because the player has the option to develop his character how he wants. pvp, pve, action, tab, turn-based, real-time, dungeons, those are simply obstacles or modes, but they aren't what defines an RPG at its core. Developers use these modes and obstacles because people like them, target audience, etc, but that doesn't mean you are moving away from the genre. That is just ridiculous. You can also not have a stat system and you can have an RPG that doesn't have any combat at all, and you progress through the game by simply talking to people and choosing different answers. you can develop your character's personality instead of physical power. for example, your character can be good, evil, neutral, etc, etc. The two key concepts in an RPG are character development controlled by the player, and the player being an actor in a play and there are many ways to implement those two concepts. Yes, we agree, that's what I said. I put 'stats' in quotes because some games track 'number of times you did X' instead of 'My character has X combat power' and then they use that number in their systems as the progression tracker for character development. Do you want to have a semantics discussion with Dygz about it specifically? Because that's what's going to happen if you keep holding this weird stance. I don't mind, I was joking somewhat about trying to skip it (in the sense that I don't care if you do or not). I don't actually agree with Dygz at all that 'needing to aim to deal with the Line of Sight for the rock or wall' is in any way moving the game away from being an RPG, I was just poking at you for going straight for the 'definitions' angle when talking to someone who you should know by now will dance with you on it for multiple pages if you keep leading. Waltz on.
Solvryn wrote: » Boneshatter wrote: » MMOs have historically had a tough time balancing ranged and melee dps because of the inherent advantages that ranged have. They can attack sooner, have better target uptime, have to move less, can spread out to minimize directionals, and even use the environment to make themselves difficult to attack. I thought it would be a fun discussion to hear what some of you would like to see in Ashes in an effort to keep both dps types viable and desirable. These are some of the things I've seen games do to varying degrees of success: -making melee much tankier than ranged through better armor, better defensive cooldowns, or more health -making melee so mobile that uptime is rarely interrupted -giving melee some decent ranged attacks to use when they can't be on target -giving melee DOT effects to counter the lost uptime -making melee damage profiles very bursty to lessen the loss from movement -making melee just do more damage assuming some of the damage will be lost from movement -giving melee strong party buffs (not likely with a bard class around) -giving melee a number of status ailments like slows, stuns, etc -making ranged so immobile that when they do have to move it hurts them a lot So, what types of things have have y'all seen that did or didn't work? What would you do? It's too early to really examine game balance, as the kits aren't done yet.
Boneshatter wrote: » MMOs have historically had a tough time balancing ranged and melee dps because of the inherent advantages that ranged have. They can attack sooner, have better target uptime, have to move less, can spread out to minimize directionals, and even use the environment to make themselves difficult to attack. I thought it would be a fun discussion to hear what some of you would like to see in Ashes in an effort to keep both dps types viable and desirable. These are some of the things I've seen games do to varying degrees of success: -making melee much tankier than ranged through better armor, better defensive cooldowns, or more health -making melee so mobile that uptime is rarely interrupted -giving melee some decent ranged attacks to use when they can't be on target -giving melee DOT effects to counter the lost uptime -making melee damage profiles very bursty to lessen the loss from movement -making melee just do more damage assuming some of the damage will be lost from movement -giving melee strong party buffs (not likely with a bard class around) -giving melee a number of status ailments like slows, stuns, etc -making ranged so immobile that when they do have to move it hurts them a lot So, what types of things have have y'all seen that did or didn't work? What would you do?
Dygz wrote: » Depraved wrote: » well, rpg originally were turn based, so by your own logic, any rpg that isnt turn based is pushing the genre farther away from rpg I would, indeed, say that the farther you get from turn-based the farther you get from RPG.