Quote:I started RPGs with Final Fantasy 7, then eventually Diablo 2, World of Warcraft, and a few others here and there. But I've never considered myself 'role-playing'. I just have a character on the screen -- like any side-scroller, fighting game, or adventure game has -- that has certain spells or skills. And the longer I play, the better those abilities become. Moreover, all those genres I mentioned can have a story too (although not as much in fighting games).
this is why I don't think that the current set of games that call themselves RPGs are not truely RPGs. If you look at other genras and try to clasify these so called RPGs then they fall into the Action/Adventure games. Hideing stats does not eleiminate them and players will either hack or spend time figguring out those stats and how to best min/max them (which if that is what you are wanting the player to do then you have succeeded).
I don't have a big problem with the current lot of "Action/Adventure" games and do enjoy them. But when I want a Role Playing Game experence then there is sadly nothing out that I have played that gives this experence.
But what is the Role Playing Experence?
I don't nessesarily think it can be put down to one single mechanic, or even group of mechanics. It is not just story/plot or character stat building. All of these contribut to is in some way but an RPG does not need all of them and they are not the only contributors needed.
Story/Plot: A good story is helpful to an RPG, but is it nessesary? Most times that someone uses the term "Story" in relation to a game it is the preset path (and giving the player a choice of several preset pthas is still having preset paths) through the game that the designers have created. But can a story be entierly created through the player in collaberation with the game mechanics?
I think the answer to this is a definite: Yes! Take for example the game "The Sims". This is in some way similar to an RPG but instead of a single character you are controling multiple characters (some of the earlier RPGs had this like in Eye of the Beholder), known in the RPG circle as a "Party". In The Sims the player, through the mechanics, makes a story about the people that they control.
So this shows that a story can be created by the player and does not need to be dictated by the designer.
Character Stats: Character Stats are a staple of many RPGs, but are they nessesary. Some games hide the stats from the player to give the illusion that there are no stats. Due to the nature of computers and the constraints of technology (getting a real language parser is not feasable for a game - yet), there will be some nessesary stats. So yes Stats are nessesary, but they can be minimised.
In an old game called "Sword of the Samurai", you were only given a few stats. These were: Land, Number of Troops, Honour, Melee Skill, Command Skill and Health. Many of these would not even be considdered a "Stat" in a normal RPG, but in the context of this game they can be treated as such as it was by your players actions that you could increase (or even decrease) these, and it was based on these that your character (the Samurai) would be judged by others and used to resolve encounter in the game.
Even Health was not a single Hit Point kind of stat either, Health could be different depending on the situation. In the sword fighting subgame health was alwayse 4. Each hit would do between 1 to 2 damage (depending on the attack you used). In the adventureing subgame you only had 2 health. The first hit would make your character move and attack slower and the second would kiill them. So Health could be droped as a stat and grouped with just the mechanics.
Dialogue: Is the ability to have complex comunication between the player and NPCs nessesary. In many game they list features of the amount of dialogue as if it is a good thing. I find that this is a big turn off for me. If I wanted to read lots of text I would read a book (and I am an avid reader and hame quite an extensive library of book that I own and read, so I am not adverse to reading)
The comunication between the characters in the sims is completely symbolic and natural language has been eliminated, and in Sword of the Samurai the only dialogue between character is when other NPCs either threaten you or you choose to either insult them or invite them for a tea ceremony (make peace) and even then it is just a stock line of text that is essentillay a menu item.
I would considder both "The Sims" and "Sword of the Samurai" to be more RPG like than many of the Action/Adventure games out (like World of Warcraft for instance), simply because they give the player more freedom to take on the role given to them (or in the case of The Sims to define that role to some degree as well).
The main reson that I think that the stock of RPGs we have are more of an action/Adventure game is that most non RPers will not understand the experence of a good roleplaying game but will be able to understand the mechanics of them instead. They will be need to link it with what they have already experenced, which is that of board games and other types of computer games. In both of these the mechanics and stats (eg in monopoly you have money and the properties that you have bought which are like stats and equipment).
Because of this lack of understanding of Non RPer, and the fact that not all developers of an CRPG would
be RPers then this lack of understanding translates into a design that the developers are able to understand (and so be able to create it).