Picrel is the CRPG Addict's definition of an RPG. For those who don't know, he is attempting to play every PC RPG chronologically and has a detailed blog of his journey. Thoughts?>Throughout the game, the character must become stronger, more resilient, and more capable of overcoming the game's challenges, including combat.>Such character development must be separate from inventory acquisition.>Such character development must not consist solely of improvements to maximum health.>Players must have some control over the rate or details of development.https://crpgaddict.blogspot.com/
didn't ask, buy an ad, kill yourself
>>4011297fpbp
>>4011296i know it when i see it
>>4011306/thread
So, Gradius?
>>4011296>CRPG AddictThis dude is way to autistic to listen to about anything.
Good to know Devil May Cry is an RPG.
an RPG is a game where you decide your role(s) and refine it as you go. playing in a way that makes sense for your chosen role(s) must significantly increase your chance of success. explicit stats and algorithms are not technically necessary in pnp rpgs but all of the ones i know of have them in some capacity. allowing role-switching (such as swapping equipment or generous respec) diminishes or nullifies any rpg-ness contained within the choice if equipment or stats.
>>4011296I now see the problem with rpg fans trying to come up with a definition
>>4011296Traveller is not a rpg anymore, but Sims is.
>>4011296That's a very mechanical definition of an RPG and while I agree it's broad enough to basically cover most RPGs, it doesn't really capture the essence of an RPG. Also it makes mistakes like this: >>4011581I would say the primary point of an RPG is abstraction. Thief: The Dark Project is not an RPG, even though you play something akin to a very classic DnD Rogue, who can hide in shadows, lockpick and also move making no noise. But it's not an RPG, because these things aren't abstracted. They are not determined by a stat check. You do these things in a 3D environment.A proper RPG on the other hand, even one where you only play a Thief and have no access to any other character classes, would create a stat sheet for you and use that and your stats in certain abilities to determine, if you can pickpocket, sneak, move silently, etc.A real RPG does not technically need a very intricate development system. The example I have given would still be an RPG, if it automatically levels you up at predetermined points in time, once you finished certain levels. Most RPGs simply don't do that, because they cater to choicefags, who want to choose to choose one of two perks on a levelup.
>>4011296A shitty definition by all accounts. An RPG is at its core you making choices in the guise of someone else. Whenever you are able to express a specific personality through in game choices, you are looking at an RPG. You could build a whole game 100% on the acquisition of magical items to fuel your ability in game to overcome obstacles (because items can be used as a proxy for character stats), and the game would still be an RPG, provided your choices have narrative and personality consequences for the character.
>>4011971Detroid and Walking dead are now an RPGs.RPG requires both the narrative aspect of role-playing a character AND mechanical aspect of building and/or developing the character, their skills and abilities.
the funniest thing about these threads is someone mocking someone's definition and then giving an equally bad one, ad infinitum.>>4011306the only good answer.
>>4012416I don't know what Detroid is, but you are right in that Walking Dead is not a RolePlayingGame, because it is not a GAME. It's a kinetic novel.
>muh narrativeOriginal DnD was just about exploring dungeons and fighting monsters for loot>muh levelingOriginal DnD did not have leveling it was just added because players requested it.>muh gameplay vs muh roleplayDnD was created by Gary Gigax, a gameplay autist, and Dave Arneson, a theater kid, who couldn't agree if RPG should focus on game mechanics or on having more lax mechanics that let players create a narrative.This is why these arguments still exist, even the creators of the genre couldn't agree. At the end of the day it's simultaneously both and neither of those things, it just depends on what a particular creator or player want to focus on. The same apply to video game RPGs.
>>4011296Simple. Do numbers go up? If they do then it's an RPG. Can you look at the numbers? If you can't then it's not an RPG.
>>4012465Probably Detroit: Become Human, game about androids.
>>4011296behold, an RPG
I still hold by a definition I tried posting a few months ago.An RPG is defined by the developer intent that the gameplay be primarily centered around moderately informed, long term, impactful choices made by the player.The main pain point of this definition, like most definitions, would be the JRPG. Which is a genre that owes it's ancestry to VN developers trying to distance themselves from the popularity of Eroges to reach a more family friendly audience, and the gameplay of early Wizardry. Aside from the early iterations of the sub-genre, iterations have mostly focused on pure menu based strategy within an encounter or dungeon, rather than strategy and choices made throughout the whole game.What I mean by "primarily centered" is that every facet of gameplay holds some consequence of your choices. What stats you choose, skills to develop, party members to commit to, and items to use now or save until later.Basically, the choices you make (again, talking about gameplay, not necessarily story) need to make you feel like the world is reacting to how you play your role. A pack of undead monsters are light work for the Paladin, but he then needs some help when dealing with a wizard with a magical shield. Picking the paladin at all needs to feel impactfully different than picking a thief for the entire game, even if the enemies they fight, and the general story beats are the same.What stats or gear you chose to keep needs to be the primary determiner of how each combat encounter will go, and what options you have available. Those choices also need to be relatively difficult to impossible to undo (depending on how severe the choice is, and how well informed the choice was). Buying back a powerful weapon you sold often requires a lengthy backtrack, and paying far more than you received for it. Respeccing a character should come with heavy costs, limitations, or detriments.
>>4013213>Simple. Do numbers go up? If they do then it's an RPG. Can you look at the numbers?Coin clipping is now an RPG.
>>4013392The stock market is the purest RPG you can play but people aren't ready for that discussion.
>>4013304Any turn-based strategy game is also based around>moderately informed, long term, impactful choices made by the player.but nobody would call Panzer General an RPG.
>>4011296Behold! Plato's Man!
>>4011904>I would say the primary point of an RPG is abstraction. Thief: The Dark Project is not an RPG, even though you play something akin to a very classic DnD Rogue, who can hide in shadows, lockpick and also move making no noise. But it's not an RPG, because these things aren't abstracted. They are not determined by a stat check. You do these things in a 3D environment.>A proper RPG on the other hand, even one where you only play a Thief and have no access to any other character classes, would create a stat sheet for you and use that and your stats in certain abilities to determine, if you can pickpocket, sneak, move silently, etc.I summarize this as "tactical wargame mechanics."My definition is: "tactical wargame mechanics" + "character-focused adventures in a simulated reality">>4011296CRPG Addict used to have a much more elaborate definition, which was cumbersome and hard to apply but at least it wasn't completely and obviously wrong like this one. The main and obvious issue with his definition is that it's just obviously not what most RPGs are about. Character development is almost never "the driving mechanic of gameplay"This trivial to prove, also by just looking at the way virtually any RPG actually plays. Consider a 45 minute play session where you do not gain any levels or obtain any inventory upgrades. What the hell were you doing during that time, if not playing an RPG?>Such character development must be separate from inventory acquisition.>Such character development must not consist solely of improvements to maximum health.>Players must have some control over the rate or details of development.These are all surface qualifications to make up for the failure to identify the fundamental elements of an RPG, so as to exclude other genres of game that have character development. My definition (and this guy's >>4011904) exclude other genres naturally, at a deeper level.
>>4011306The normalfag answer with tranny logic.>>4011296This is retarded. I gave my answer but people like not actually having answer.
>>4013304>The main pain point of this definition, like most definitions, would be the JRPG.Not a pain point of this one: >>4013433- JRPGs have the wargame mechanics.- JRPGs have the characters going on adventures in a simulated reality.You don't need anything more convoluted. That definition includes the overwhelming majority of video games commonly called RPGs and excludes the overwhelming majority of games in other genres.