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 Post subject: Re: Why RPGs Fail
PostPosted: Tue Jun 10, 2008 9:08 am 
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Sweet Georgia Brown
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WaveBoy, what is up with the select colored words? I feel like I'm reading text from ocarina of time.

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 Post subject: Re: Why RPGs Fail
PostPosted: Tue Jun 10, 2008 10:50 am 
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Furia wrote:
WaveBoy, what is up with the select colored words? I feel like I'm reading text from ocarina of time.


It's to add emphasis to words.

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 Post subject: Re: Why RPGs Fail
PostPosted: Thu Jun 12, 2008 7:24 am 
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"yr" just mad because you just played menu driven RPG's when there are different types out there that you haven't played yet. they can be just as exciting as a side scroller or anything else

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 Post subject: Re: Why RPGs Fail
PostPosted: Thu Jun 12, 2008 10:39 am 
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well could you give some examples?


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 Post subject: Re: Why RPGs Fail
PostPosted: Thu Jun 12, 2008 11:31 am 
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Mr Pink wrote:
well could you give some examples?


I think a lot of examples have already been given, but...

Action RPGs (Like Kingdom Hearts)
Adventure RPGs (Like Brave Fencer Musashi & Zelda)
Real Time Combat RPGs (Like KOTOR, Star Ocean, and Tales of...)
Sphere System RPGs (Like Parasite Eve & Vagrant Story)

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 Post subject: Re: Why RPGs Fail
PostPosted: Thu Jun 12, 2008 12:22 pm 
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Link wrote:
Mr Pink wrote:
well could you give some examples?


I think a lot of examples have already been given, but...

Action RPGs (Like Kingdom Hearts)
Adventure RPGs (Like Brave Fencer Musashi & Zelda)
Real Time Combat RPGs (Like KOTOR, Star Ocean, and Tales of...)
Sphere System RPGs (Like Parasite Eve & Vagrant Story)

on the money! :3

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 Post subject: Re: Why RPGs Fail
PostPosted: Thu Jun 12, 2008 2:13 pm 
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Link wrote:
Mr Pink wrote:
well could you give some examples?


I think a lot of examples have already been given, but...

Action RPGs (Like Kingdom Hearts)
Adventure RPGs (Like Brave Fencer Musashi & Zelda)
Real Time Combat RPGs (Like KOTOR, Star Ocean, and Tales of...)
Sphere System RPGs (Like Parasite Eve & Vagrant Story)


I think that's forcing language somewhat just to encompass more into the genre, in fact I would go as far to say the lines to what constitutes an RPG have been blurring more and more over the years, some sports games like PES you could say are like RPGs, with their reliance on stats and updgrade of players.
Is there even a solid definition to what an RPG even IS? because most definitions I've read can include games from any genre.
and ugh, Zelda is not a damn RPG, it's an action adventure game, if zelda is an adventure RPG then so is metroid.


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 Post subject: Re: Why RPGs Fail
PostPosted: Thu Jun 12, 2008 3:19 pm 
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Mr Pink wrote:
Is there even a solid definition to what an RPG even IS? because most definitions I've read can include games from any genre.
and ugh, Zelda is not a damn RPG, it's an action adventure game, if zelda is an adventure RPG then so is metroid.


I only listed Zelda because that's the dumb global consensus, people like to even call it an 'Action RPG', but, I used 'Adventure RPG' because even though the stats aren't VISIBLE they are there and Zelda has a very RPG oriented style to it with all the various items, puzzles, etc.

All of those different 'styles' of RPGs do exist though. It's not ALWAYS choosing commands from a menu and cinematic cut scenes and the sort. That's just the usual 'Final Fantasy' method of doing things, and since Final Fantasy is the assumedly biggest RPG in the states, it's natural to assume that.

A Roleplaying Game, in essence, is a game where you are to assume the role of a character, traditionally this involves you CREATING a character and then choosing how to play, this can be seen in games like KOTOR, Mass Effect, Elder Scrolls, etc.

However MOST Console RPGs are more of the 'same idea as an RPG with all the stats, etc.' except we're giving you a character that you control, and you sometimes can decide how he responds to stuff, but you don't really have the freedom to drastically change the plot/outcome of the game.

That's about as good as I can explain it without getting too boring. All of the various styles of console RPGs and types of battle systems I listed DO EXIST. It's usually breaks down into the following -

Standard RPG Style, you click shit in menus, and it's all turn based or 'active time' based.

Action RPG Style - You don't enter a battle ever. The enemies are on the map, it's like an adventure game, enemies have health, you have stats and hearts/hp, and you just button mash and slash stuff to shit. Games like Onimusha and Devil May Cry are a spin-off of this style, and aren't necessarily RPGs.

Combo Battle - The only games I remember that use this are Xenogears and Chrono Cross, where you have certain light, medium, & heavy attacks you can unleash and perform combos and chains and unleash special moves, etc. It's pretty interesting.

Active Input Systems - It's in various types of RPGs, yet certain special moves or abilities require you to press a certain button during a certain attack sequence/motion and if you press it at the right time you do bonus damage. Some also require you to play a mini-game during combat and the better you do at this little 'mini game' the more damage you do. This can involve rapidly pressing a button, pressing a button at the right moment, etc.

Real Time Battle - You enter random battles, or touch an enemy on the map and enter the battle, and then it's just like the Action RPG. The only REAL difference with these games is that you go into a seperate 'zone' to have your battles.

Strategy RPG - It's all about positioning your units, and is an RPG version of Chess, more or less. It's all about the squares, and sometimes hexagons.

Sphere System - This is like an action RPG, except it adds menu based combat and 'freezes' gameplay so you can choose where to cast a spell or ability inside an 'area of effect/range' sphere. FF12 kinda has a system like this, but not as good, it's some weird hybrid bastard child battle system.

Dice System - These are games based off old table top rules, and dice are rolled and damages and dodges and such occur. It's very luck based usually.

I want to say that's it, but I guarantee someone will step in and correct me. But, as you can see, RPGs range from 100% action to 100% turn based menu with all the grey crap in between.

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 Post subject: Re: Why RPGs Fail
PostPosted: Thu Jun 12, 2008 3:44 pm 
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Mr Pink wrote:
Link wrote:
Mr Pink wrote:
well could you give some examples?


I think a lot of examples have already been given, but...

Action RPGs (Like Kingdom Hearts)
Adventure RPGs (Like Brave Fencer Musashi & Zelda)
Real Time Combat RPGs (Like KOTOR, Star Ocean, and Tales of...)
Sphere System RPGs (Like Parasite Eve & Vagrant Story)


I think that's forcing language somewhat just to encompass more into the genre, in fact I would go as far to say the lines to what constitutes an RPG have been blurring more and more over the years, some sports games like PES you could say are like RPGs, with their reliance on stats and updgrade of players.
Is there even a solid definition to what an RPG even IS? because most definitions I've read can include games from any genre.
and ugh, Zelda is not a damn RPG, it's an action adventure game, if zelda is an adventure RPG then so is metroid.


Dude almost every single game out now is taking elements of RPGs. Hell Madden is using stats and giving attributes to players. As for Zelda not being an RPG is a complete lack of knoledge. With Zelda being more of a hack and slash theme at times and not the "boring" RPG themes that you seem to believe makes an RPG what it is it is easy for individuals to think of it as something other than a perfect example of an Adventure RPG. Taking control of a character, crawling through dungeons, acquiring items, upgrading stats, and interacting with the in-game world are what make it an RPG.

You may not see the RPG elements but here is an example.
1.) Almost all RPGs allow for stat increasements such as HP or MP(Hit points or Mana/Magic points) with Zelda, Link increases Heart containers and his Magic Meter.

2.) Most RPGs have some sort of thing about saving the world/pricess/universe/ect. and usually involve time for the character(s) to better equip/level themselves. Zelda has dungeons that allow link to better prepare himself for the final battle with bows,bombs,boomerangs,ect.

3.) Every single RPG has a universe that is so alive that it is nearly impossible to interact with anything alive or inanimate. Link has towns full of people,creeps,bushes,rocks,walls,ect.

Just because somethings aren't as clear as night and day doesn't mean that they aren't there. Zelda is a RPG and everyone has accepted it as it is. No doubt that is isn't just like it's no doubt that the sky is blue.

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 Post subject: Re: Why RPGs Fail
PostPosted: Thu Jun 12, 2008 4:00 pm 
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firstly, why did you repeat the exact point I made that almost any game has RPG elements? The point I was making that you could take a game from any genre nowadays and argue that it is an rpg.

by this definition mario 64/sunshine are RPGs

1)can upgrade your character with multiple things

2)save a princess/world

3)talk to people in a vibrant universe

and no I dont think mario is an RPG.


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 Post subject: Re: Why RPGs Fail
PostPosted: Thu Jun 12, 2008 5:30 pm 
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Mr Pink you seam to be quite defensive on your topic. It's cool that you don't like RPGs and you have all the right in the world to express that opinion but it seams that you won't allow anyone explain anything to you.

RPGs are a huge part of gaming in general. They have a huge following, wether it's jRPG or D&D RPG, Action RPG or any other kind of RPG (Hell, DeusEx is an RPG too!). The part of what makes them work is that they are very rewarding. You usualy start the game with a weak character and as you progress that character gets stronger, taking down more powerfull enemies and using bigger weapons. Role Playing Games are probably the only genre that gives you such a strong feeling of accomplishment.

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 Post subject: Re: Why RPGs Fail
PostPosted: Thu Jun 12, 2008 9:21 pm 
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Mr Pink wrote:
firstly, why did you repeat the exact point I made that almost any game has RPG elements? The point I was making that you could take a game from any genre nowadays and argue that it is an rpg.

by this definition mario 64/sunshine are RPGs

1)can upgrade your character with multiple things

2)save a princess/world

3)talk to people in a vibrant universe

and no I dont think mario is an RPG.



Well, I've never played either of those mario games, but mario DOES have RPG elements, especially in Mario 3 where they included a world map and an inventory. It's obviously NOT an RPG because enemies don't have health points or anything that in depth. Zelda DOES have enemies with HP and various swords and weapons. The reason Zelda is an RPG, or intended to be an RPG is really a few of the following reasons:

- Miyamoto time and time again has expressed that Link is supposed to be the player, thus the lack of dialog and voice, you're to really assume the role of Link.

- Zelda II, the unloved bastard child of the franchise, included a lot of RPG elements not found in other Zelda games, like... the random battles on the world map with the specified 'battle zones', EXP systems and all the sort.

- More or less the whole fantasy setting, sword & shield combat, heart containers as HP, and all that stuff. It's always been very close to being an RPG, and it's always fallen into action-adventure, action RPG, adventure RPG territory in many heated debates.

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 Post subject: Re: Why RPGs Fail
PostPosted: Thu Jun 12, 2008 10:31 pm 
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I know I might get some flak for this. But, J-RPG developers just need to take a deep breath, step back and reevaluate just what an RPG is. It may just be that I am accustomed to Western RPGs as of late. And if that's the case, then so be it.

J-RPG's aren't changing the actual ways of the RPG. Sure, they may have originated the concept of the RPG, setting aside D&D. Point is when consoles hit hard in the late 80's early 90's, the mainstream RPG to purchase and play were JRPGS. Sad thing is, times have changed. And I think Japanese developers have fallen behind a little (a lot actually admit to it, too). Games that were fun and engrossing 16 years ago are not going to have the same effect on me now.

Convoluted stories (epicness, a rock from space iz gonna hit us oh teh noes!!1!), linear progression, timed battles, etc. I still find these traits in JRPGs released even today. I understand having a random battle 15 years some odd years ago when there was limitations to hardware. But, this day in age, come on... just come on.

Please remember, I don't think all developers have fallen, but a hefty margin.

I could rant more, but bottom line, I think Japanese developers need to take a real close look at what the western development teams are doing, and take notes, lots of them.

And to be extra safe. I've brought my Fire Emblem repellent spray.

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 Post subject: Re: Why RPGs Fail
PostPosted: Fri Jun 13, 2008 12:29 am 
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Spooky, I do agree with you that they are becoming stale, but, I think it's more in the approach of being too easy and not as in depth or difficult. Let's take FF12 for example, at least the American version. Overall it's a decent game, but it's pretty mindless and there are a lot of flaws and in general an overall lack of customization or any sort of restrictions. FF12 2.0 AKA Zodiac Job System, is a really cool version of FF12 that tries to bring in strategy, restrictions, and bump up the difficulty a bit, unfortunately it was only released in Japan. A lot of my gripes with RPGs are very simply that they're too easy and you can exploit them without really trying too hard. The last RPG I played that was difficult and challenging was definitely Dragon Warrior 8.

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 Post subject: Re: Why RPGs Fail
PostPosted: Fri Jun 13, 2008 2:23 am 
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Link wrote:
Spooky, I do agree with you that they are becoming stale, but, I think it's more in the approach of being too easy and not as in depth or difficult. Let's take FF12 for example, at least the American version. Overall it's a decent game, but it's pretty mindless and there are a lot of flaws and in general an overall lack of customization or any sort of restrictions. FF12 2.0 AKA Zodiac Job System, is a really cool version of FF12 that tries to bring in strategy, restrictions, and bump up the difficulty a bit, unfortunately it was only released in Japan. A lot of my gripes with RPGs are very simply that they're too easy and you can exploit them without really trying too hard. The last RPG I played that was difficult and challenging was definitely Dragon Warrior 8.


I agree with you. FF12 was a step in right direction, and I anticipate FF13 to hope it improves upon the series. And it's Spooty, not Spooky. =0)

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 Post subject: Re: Why RPGs Fail
PostPosted: Fri Jun 13, 2008 4:51 am 
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I don't know about that. Random encounters never realy bothered me, it's just a game mechanic like any other. And if I had fun with it back then, why not have fun with it now.

On the other side, if the devs keep releasing one game after another based on the same mechanics, the genre will stop evolving. We will get tons of "next gen" RPGs, which are the exact same games you played on the SNES only with better graphics and voice actors.

Yea, I'm for innovation.

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