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Torillian said:
S.T.A.G.E. said:
FaRmLaNd said:
@S.T.A.G.E. I'm well aware of the influence that early WRPG's had on JRPG's.

Anyway, judging a storyline purely by its references to other works is a simplistic way of judging something. Whilst its definetely fulfilling to allude to past works, since both sub-genre have done so makes it an irrelivancy. Since WRPG's generally feature more interactivity in their narratives they are arguably utilising the medium more effectively but again a more linear plot allows for a more focussed narrative so you could argue that linear storytelling has its own advantages.

At the end of the day most RPG's are crap and some are amazing. Both Sub-genre's have some truly masterful games in them so aruging whether insert genre is better is silly as it comes down to taste.

JRPG's are beyond a sub genre of RPG's. It should be renamed the 'Japanese battle-system aventure'. Take UFC undisputed for example; it uses experience points and it isn't an RPG. You don't have to use experience points to be an RPG. RPG's have a concept which just aren't followed by JRPG's. JRPG's is an altnernate universe in terms of gaming. Yes, there are some great games...but they aren't traditional RPG's. You can say all you want that linear storytelling has its advantages, but that doesn't take away from the fact that JRPG's are still not RPG's. Unless you're playing a role....you're not role playing. One can watch JRPG movies of all the cut scenes of say...the FF series and figure out what the whole game is about. You can like the characters and think they are cool, but there is no way to be the character. You feel like you're watching the character, rather than making decisions. That is not an RPG.

So then any game where you play a role would be an RPG?  When I made a character in Rock Band, or GTA: SA, or hell when I create a character in skate 2.

Very good. But no. It's difficult to explain until you realize what RPG is about. It's not about the advancement, which most RPG players push for. 

A Role Playing Game and I must emphasise GAME. Is about resticting options, but having them in game. It sounds wierd I know. When you design a character in a game like Fallout(any of the FO RPGs) you are defining how your characters capabilities interaction. What this comes down to is that the character you make will determine the experience you have during the game.

For example in FO if I make an idiot with lots of combat prowess I will end up with lots of fights and little social options. I will be unable to get most of the secret loot since I can't pick locks. I will need to take longer trips. I will have fewer allies. I will need to pay more and get less in trade. All of this influences my choices. At one point you can escort a lady from a russian guy to Rivet City. A combat expert will be able to succeed.

If I make a character that is poor combat, but highly socialable and good at electronics. I will end up with a very different experience. I will end up with more social choices, but if the social encounter goes bad I will be in trouble. But since this area of skills are higher I will take shorter trips, have more allies, pay less and get more in trade and see more other content. In the case of escorting the lady from the previous exmaple I may not succeed and she will die on the trip to rivet city.

If I make a sneaky character I can rob peoples pockets and homes to gain loot, but I may be unable to socialize. I will need to plan. If I need to get through a "dungeon" with my sneaky skill. I may be better off sneaking past the Super Mutants. While my combat partner will be better killing them. As you can see the design of characters changes how I would play the game. I can as a sneaky character assasinate them if I want. I my super fighter tries to pickpocket he will probably fail and piss of all of Megaton. Now my super fighter is Kill on Sight at Megaton. I now have changed the experience of the game.

That is what defines an RPG. It's not about advancement, but the character we play influence the experience of the game. In Rock Band, Monopoly, Chess.... I CAN ROLEPLAY, but the character will not influence the experience I have in regards to what will be open or closed.



Squilliam: On Vgcharts its a commonly accepted practice to twist the bounds of plausibility in order to support your argument or agenda so I think its pretty cool that this gives me the precedent to say whatever I damn well please.