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A bit tired of people knocking videogames...

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A video game RPG typically has one or more elements of measurable, mechanical character progression (levels, skill points, attributes, perks, etc.) rather than a static protagonist. This is distinct from other games in which the most meaningful change in the main character's ability stems directly from picking up a new gun. In this sense, calling a video game an RPG definitely does have meaning.

You can complain that this isn't True Roleplaying (tm), but the reality is that no one person gets to decide what is and what isn't roleplaying, or a roleplaying game.

You have gotten the argument wrong. I am not arguing about some mythical "true roleplay", I am arguing about marketing, because "video game RPG" really is an arbitrary label.

Consider Grand Theft Auto: San Andreas (a game where you can go around and get guns :p). It has ALL of the elements of mechanical progression that one would associate with RPGS: customization, skill points, attributes that actually determine your characters body shape, and even factions! But it was toted as an "action-adventure" instead of an RPG, for marketing reasons.
 

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They do. But I prefer the daily limit. Allows a wider narrative range.

And 4e has not only a daily limit, it has an encounter limit. Allows a wider narrative range still.

As a DM I find it more intereseting to plan my encounters around daily powers so that a player can go "all out" if he needs to versus the encounter power mechanic where players always used their encounter powers even if they didn't need to.

And as both DM and player I find it more interesting when the PCs have interesting things to do when they aren't going all out as well as when they are.

Using the daily limit feels more organic to storytelling since players were more likely to save their uses for a strong fight.

And using the encounter limit feels more interesting to storytelling as players are doing different things within that fight. And then choosing whether to save their daily resources (and remember that it's not just the spellcasters that get daily resources in 4e). Also because dailies are fewer it matters more for storytelling. Finally variation in what's done as a fight feels more organic as people get tired.

In short in 4e I have exactly the advantage you claim for 3e, brought further forward - and other advantages.

The 4E encounter power mechanic is my primary video-gamey gripe. Felt like low cooldown powers that video gamers pop whenever they are up regardless if they are necessary.

You mean opening challenges in a fight. Or is your objection that PCs don't behave like the characters on Power Rangers?

When my players are popping their encounter powers "just because" even when a fight is well-handled, don't even try to sell me on the narrative of that. Encounter powers are not a good story telling mechanic.

It depends at what scale. Encounter powers are not a good tension building mechanic but make the narrative of the fight itself more interesting. Or get boring fights out of the way faster.

Come and Get Me being the absolute worst culprit. I honestly can't think of any more glaring example of video-gamey then that powers.

The one power always brought up.

There were others that didn't make much sense like the weapon damage aura dailies where you were supposed to imagine the character swinging his weapon around endllessly for an entire fight. Didn't matter what the creatures AC was, didn't matter how long the fight went on, didn't matter what his Con was, he could swing his weapon around for 5 minutes or until the fight ended.

And here I thought that you were in favour of resource management and there being mechanics in which people pulled out all the stops. The fighter is already a cold eyed bastard with fast reflexes and the skill to exploit any weakness. Rain of Steel isn't whirling around like a madman with a ball and chain. It's the sword flickering out at any target.

I prefer other mechanics which I think better simulate a narrative.

Okay. So you don't like a couple of the powers. Come and Get It (always the contraversial one and with good reason) and Rain of Steel. That's all you've shown.

Dedicated Crowd Control comes from Everquest. We're not solely focused on WoW are we? Is that the only MMORPG you have any experience with?

Party roles and the Fighter/Cleric/Magic User/Thief party come from Dungeons and Dragons. Not everquest. Not WoW. Dungeons and Dragons. And were then incorporated into MMOs because they are a good idea. And many controllers would be surprised to be called "Dedicated Crowd Control"; the Hunter can only at most attack a 3*3 area at once and that just does damage. On the other hand it can mess up and hurt bad guys very well thank you.

I was thinking more along the lines of taunt powers which seem to work on even gods in video games just like 4E's defenders taunt power works on gods.

4e does not and has never had a taunt power. Taunt is mind control. 4e simply has people who are fast, accurate, and understand the flow of battle well enough that you take your eye off them at your peril.

4e marking and defender auras? If an attack can hurt a God, then why shouldn't it be able to distract the God - or cut in when the God is trying to attack someone else? And why shouldn't this cause them a penalty to hit.

Believe it or not, unlike in 3e, in 4e taking your six second turn and then standing around like a stuffed lemon waiting for it to come back to you again isn't the default. It's the representation. But Fighters are smart and the master of the battlefield. They pick their moments within the six seconds represented by their turn, choosing when the bad guy's eye is off them to attack. And this distracts the bad guy. If the bad guy were to instead ignore the fighter, the fighter would get a pretty huge bonus to hit.

I was thinking of fire damage working on creatures in a place called Molten Core. Though I think maybe devils have immunity to fire in 4E. I can't recall.

Immunity? Rarely. And why should people who live somewhere hot have immunity to blow torches. Hell, even fire elementals should be no more immune to fire than flesh elementals are to being punched by a fist. It just isn't the way to do it. Now if you were to give them resistance to fire as opposed to immunity, yes. That would make sense. But immunity is worse simulation than no resistance at all. (I'm also not sure why you think all devils live somewhere hot).

Things work in video games regardless if it makes sense.

Except they don't.

Like powers in 4E that do things like mind control undead,

Depends how you think they are animated.

knock back giants and dragons regardless of size,

Depends on your power. Some do, some don't.

make a god-like demon focus on the fighter threatening him or take a penalty,

Make a god-like demon focus on the fighter threatening him or take three feet of steel to the gut when the fighter does his job? How is the fighter actually being good at picking the right time to attack a problem with simulation?

and the like. Or you going to argue this with me too? Got an argument?

See above.

I just tossed a bunch back at you which destroy your argument.

You just tossed back a bunch of responses that demonstrate one thing clearly. You do not understand 4e. You do not understand marking. You do not understand taunt. You do not understand fighters. You do not understand encounter powers. Given how little you understand about 4e, you have problems destroying anyone's argument.

In fact, you seemed to have missed where the 4E designers themselves stated that 4E mechanics were built to better interface with video game design. You miss that statement by the designers?

You miss the fact that there have always been D&D video games until 4e. 4e is the hardest version of D&D to port to a video game because it doesn't have the "Standing round like a stuffed lemon" effect. 3e can be done very simply as turn based assuming you restrict the spell and skill uses (as you need to in any video game for any system - one of the weaknesses about video games).

One of the main intentions behind 4E was to create a game that was still playable as a tabeltop RPG but with a ruleset far more friendly to video game design. Amazing that a 4E booster like yourself would have missed that interview with the 4E game designers.

And if that was one of the intentions, they failed. 3.X is easy to port. 4e you need to play with the timings. You need smarter monsters. The turn-based + interrupts system doesn't port well. On the other hand they learned a lot from video games.

I think 4E will make a very good video game. Much better than 3E or any previous edition of D&D.

Of course. That's because the video game designers will need to actually put work into it rather than simply dumping a bunch of tabletop wargame rules into the computer and saying they are done.

All previous editions of D&D were poorly designed for video games.

All previous editions of D&D were designed based on tabletop wargame rules. Turning a tabletop wargame into a video game is trivial. You just make a computer do the rolling. That doesn't make it a good computer game. It makes it easy to turn into a turn based computer game. Hell, it's not too hard to turn it into a real time game either. 4e with its staggered turn based metric is much harder.

Which is why even when they did design games around previous mechanics, they had to make major changes to get it done. Doesn't make one game better or worse.

What changes? Restricting the spell lists? And they will need to work hard to get 4e working well (although e.g. the Essentials Knight will be much easier to port than the PHB Fighter - and is much more like a classic Fighter. This is not a coincidence.)
 


"A common trope to both video games and anime"

Hey look a bunch of things that are neither anime nor video games that have big swords.

A very, very few things. If that is the total list you could come up with, you have done an excellent job of proving that your "huge mainstay" idea is entirely wrong.

In the end the disgust for big swords is little more then an excuse to classify some fans as being "not as good" as other fans. Congrats on that, I guess.

Oh, boo hoo, ProfC. I hope you don't expect anyone else to join you in your self-pity party.

Some people do not like X =/= "disgust for" X.

Some people do not like X =/= classifying those who like X as "not as good" as anything.

Really, is this just poor rhetorical technique, simple disregard for your own sources, low self-esteem, or what? Do you really feel put upon because (1) BFS is not a "huge mainstay" of the Western tradition or because (2) some people don't like what you do?

Either way, whether this is just simply posted as hyperbolic rhetoric, or if you really cannot distinguish the difference between having a preference and having disgust for anyone with a different preference, it suggests something rather unpleasant.



RC
 

You have gotten the argument wrong. I am not arguing about some mythical "true roleplay", I am arguing about marketing, because "video game RPG" really is an arbitrary label.

Except it's not. The term "video game RPG" carries an expected meaning with it. Of course any company can call any of their products a video game RPG, or not call it a video game RPG, but that doesn't mean that the term itself is meaningless. If a video game is called an RPG, it is reasonable to expect that it will emphasize certain elements of gameplay.
 
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You know what the funny thing about all this hooey is? Pen and paper RPGS came long before there was swords and fantasy video games.

I suppose text-based adventure games on the computer don't count as video games, then? Colossal Cave Adventure came out in 1976, followed by the likes of Zork . If you want graphics, one could play Haunted House on the Magnavox Odyssey in 1972 (granted, you taped the graphics, printed on a clear sheet of plastic, over your TV and then played a lit white square on the screen).

I started playing D&D (Basic) in 1979, the same year I was introduced to home computers (Apple II+). These days I rarely have time for video games, but still run my role-play heavy/combat light 3.5e game, with an emphasis on story over stats, online every Sunday.
 

I suppose text-based adventure games on the computer don't count as video games, then? Colossal Cave Adventure came out in 1976, followed by the likes of Zork . If you want graphics, one could play Haunted House on the Magnavox Odyssey in 1972 (granted, you taped the graphics, printed on a clear sheet of plastic, over your TV and then played a lit white square on the screen).

I started playing D&D (Basic) in 1979, the same year I was introduced to home computers (Apple II+). These days I rarely have time for video games, but still run my role-play heavy/combat light 3.5e game, with an emphasis on story over stats, online every Sunday.

Dungeons And Dragons started in 1974.

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The first Basic set was in 1977.

Before any of that it was a miniatures game called Chainmail, published in 1971.

Pong, 1972.

And I haven't made my mind up on it, but I'm leaning towards no at this point because those games are pure text.
 
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Before any of that it was a miniatures game called Chainmail, published in 1971. Pong, 1972.

Though not available for the general public, the predecessor to Pong was a prototype console out in 1971 and was shown in the movie "The Omega Man". So... it's a tie ;)

Though at this point there are a lot of gray areas... Zork was an adventure game, though without graphics some would not call it a video game. Later games featured text beneath static images. Were those video games?

Do graphics have anything to do with describing an RPG as "videogamey"?

When characters are given descriptors such as "controller", defender" and the like, THEN it feels like a video game, to me. Granted, some people have always done this, with terms like "tank", "meat shield", etc. I never did that.

When PCs speak of things like armor class and hit points, THEN it feels like a video game, to me. Players know of such things, characters do not.

And then there is the matter of miniatures. Yes, Chainmail/D&D began as a war game. But I never treated it as such. I haven't used minis in my game since the late 80s. When one HAS to use miniatures, THEN it feels like a video game, to me.

However, even referring to something as "videogamey" is dicey at best. What sort of video game? A mindless bloodbath like Halo or GTA? A tactical battle-based game like WoW? A graphics-heavy adventure/exploration game like Myst/Riven/Uru?

No two people with hear the words "video game" and envision the same experience. Nor will two people heard the words "role-playing game" and think of the same game.

In the end, it's all good. At least we aren't out shooting (real) people. ;)
 

However, even referring to something as "videogamey" is dicey at best. What sort of video game? A mindless bloodbath like Halo or GTA? A tactical battle-based game like WoW? A graphics-heavy adventure/exploration game like Myst/Riven/Uru?

Yep- you really need to know the speaker. In my group, it was usuall an umbrella term for a variety of different MMORPGs...whereas for me, it was a comparison to things like Tekken & MK. There because our experiences differed as did what bugged us. In some cases, we were bugged by the same elements, but has no common reference points, so what may have been "videogamey" to them was just namelessly annoying to me.
 

5 is nothing like 1. Anyone claiming 5 is 1 can be demonstrated to be wrong.

If you absolutely demand 10, then 5 not being 1 does nothing to mitigate the fact that 5 is no more 10 than it is 1, and 1 and 5 are both fully "not 10".

If you simply prefer 10, then 5 is much better than 1, but it is still to "1y" to be preferable to 10 itself.

You can play absolutes or you can play relatives. It makes no difference.

And there is nothing wrong with thinking 5 is the grand optimum. But you can't change that 5 is too much like 1 for someone else whose grand optimum is 10.
 

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